DESIGN, COGNITION, AND COMPLEXITY: AN INVESTIGATION USING A COMPUTER BASED DESIGN TASK SURROGATE by Nicholas W. Hirschi S.B., Mechanical Engineering The Massachusetts Institute of Technology, 1998 Submitted to the Department of Mechanical Engineering in partial fulfillment of the requirements for the degree of Master of Science at the Massachusetts Institute of Technology June 2000 @ Massachusetts Institute of Technology All rights reserved / /177 Signature of Author Department of Mechanical Engineering, 19 May 2000 Certified by Danie . Frey Assistant Professor of Aeronautics and A tronautics Thesis Supervisor Certified by 'avi R. Wallace Assistant Professor of Mechanical Engineering Thesis Reader Accepted by MASSACHUSETTS INSTITUTE OF TECHNOLOGY SChairman, LIBRARIES Ain A. Sonin Professor of Mechanical Engineering Committee on Graduate Students DESIGN, COGNITION, AND COMPLEXITY: AN INVESTIGATION USING A COMPUTER BASED DESIGN TASK SURROGATE by Nicholas W. Hirschi Submitted to the Department of Mechanical Engineering on 19 May 2000 in Partial Fulfillment of the Requirements for the Degree of Master of Science ABSTRACT This thesis shows that human cognitive and information processing capabilities place important constraints on the design process. An empirical investigation of how such human cognitive parameters relate to the design activity yields insight into this topic and suggestions for structuring and developing design support tools that are sensitive to the needs and characteristics of the designer. These tools will be better able to mediate shortcomings in human ability to cope with complex design problems characterized by large scale, interrelated structure, and significant internal dynamics. A computer based interactive surrogate model of a highly generalized version of the design process is presented and developed. The surrogate facilitates investigation of how a human designer's ability scales with respect to system size and complexity. It also allows exploration of the impact of learning and domain-specific knowledge on the design task. The design task is modeled using an orthonormal n x n linear system embedded in a software platform. Human experimental subjects, acting as "designers," interact with the task surrogate to solve a set of design problems of varying size, structure, and complexity. It is found that human ability to deal with complex, highly coupled and interdependent systems scales unfavorably with system size. The difficulty of fully coupled design tasks is shown to scale geometrically with design problem size n , as approximately 0(e"), while that of uncoupled systems scales linearly as 0(n). The degree of variable coupling in fully coupled systems has a significant but secondary effect on problem difficulty. Domain-specific knowledge is shown to result in a reduction in the effective size and complexity of the design problem, allowing experienced designers to synthesize complex problem tasks that are far less tractable to novices. Experimental results indicate that human cognitive parameters are a significant factor in the designer's ability to work with large, highly coupled, or otherwise complex systems. Thesis Supervisor: Daniel D. Frey Title: Assistant Professor of Aeronautics and Astronautics ACKNOWLEDGEMENTS A number of people have contributed significantly to the rewarding experience I have had at MIT. First and foremost, thanks go to my advisor, Dan Frey. I am indebted to Dan for teaching me a great deal over the last two years and for giving me the freedom to explore my interests. The quality of my thesis research owes much to Dan's insightful guidance, especially his thorough comments during the final stages of the work. Others have made significant contributions to this research. I'd like to thank Professor Timothy Simpson, of Pennsylvania State University, and Dr. Ernst Fricke, of Technische Universitdt MtInchen, for their helpful suggestions and assistance. I am also grateful to Professor David Wallace for serving as my departmental thesis reader. I would like to acknowledge MIT's Center for Innovation in Product Development for providing the funding necessary to conduct this research. Fredrik Engelhardt, Jens Haecker, and Siddhartha Sampathkumar also deserve thanks for making the lab a particularly enjoyable place to work. Finally, I am grateful to my parents and brother for their love and support. TABLE OF CONTENTS 1 INTRODUCTION .................................................................................................. 11 1.1 THINKING ABOUT DESIGN...................................................................................... 11 1.2 THE PROCESS AND THE DESIGNER......................................................................... 1.4 MY APPROACH ......................................................................................................... 12 13 13 1.5 A BRIEF OUTLINE ..................................................................................................... 14 1.3 THE GOAL OF THIS THESIS....................................................................................... 2 COGNITION, INFORMATION PROCESSING, AND DESIGN.................................16 2.1 AN INTRODUCTION TO COGNITIVE SCIENCE ......................................................... 2.2 BASIC INFORMATION STORAGE AND PROCESSING STRUCTURES......................... 2.2.1 SHORT-TERM MEMORY ............................................................................................. 2.2.1.1 A CLOSER LOOK AT SHORT-TERM MEMORY LIMITATIONS.................................... 2.2.3 LONG-TERM MEMORY .................................................................................................. 2.2.4 EXTERNAL MEMORY................................................................................................. 2.2.5 THE CENTRAL EXECUTIVE FUNCTION ..................................................................... 2.2.6 WORKING MEMORY: THE MIND'S INFORMATION PROCESSING STRUCTURE............ 2.3 HUMAN COGNITIVE PARAMETERS AND COMPLEX MENTAL TASKS ........................ 2.3.1 MENTAL CALCULATION ............................................................................................... 2.3.2 DECISION MAKING..................................................................................................... 2.3.3 INFORMATION PROCESSING MODELS OF THE PROBLEM SOLVER ......................... 2.3.3.1 MEMORY AND PROBLEM SOLVING....................................................................... 2.3.3.2 LEARNING, EXPERTISE, AND PROBLEM SOLVING .................................................... 2.3.3.3 EXPERIENCE AND IMPROVED PROBLEM REPRESENTATION .................................. 2.3.4 INTERACTING WITH DYNAMIC SYSTEMS..................................................................... 16 18 19 20 24 24 25 26 27 27 29 30 31 32 33 34 3 PRODUCT DESIGN AND DEVELOPMENT...........................................................36 3.1 BACKGROUND ........................................................................................................ 3.1.1 THE PRODUCT DEVELOPMENT PROCESS IN A NUTSHELL ........................................ 3.1.2 PROBLEM STRUCTURE: AN ENGINEERING APPROACH TO DESIGN ......................... 3.1.3 MANAGING DESIGN RELATED INFORMATION ............................................................. 36 3.2 MODELING AND VISUALIZING THE DESIGN PROCESS.............................................. 3.2.1 CONCEPT DEVELOPMENT ............................................................................................. 3.2.2 PARAMETER DESIGN................................................................................................. 3.2.3 THE DESIGN STRUCTURE MATRIX............................................................................. 3.2.4 COUPLING ..................................................................................................................... 3.3 THE HUMAN FACTOR ............................................................................................... 3.3.1 COGNITION AND THE DESIGN PROCESS................................................................... 3.3.2 PROBLEM SIZE AND COMPLEXITY ............................................................................... 3.3.3 NOVICE AND EXPERT DESIGNERS ................................................................................ 3.3.4 DESIGN AND DYNAMIC SYSTEMS.................................................................................. 3.3.5 CAD AND OTHER EXTERNAL TOOLS....................................................................... 41 41 42 43 46 37 40 40 48 49 51 51 54 55 4 TOWARDS AN ANTHROPOCENTRIC APPROACH TO DESIGN.........................58 5 A DESIGN PROCESS SURROGATE...................................................................60 5.1 THE MOTIVATION FOR A SURROGATE.......... 7 ............................................... 60 5.1.1 AN IDEAL SURROGATE TASK.................................................................................... 5.2 DEVELOPING THE DESIGN TASK SURROGATE ....................................................... 5.2.1 THE BASIC DESIGN PROBLEM MODEL....................................................................... 5.2.2 THE SOFTWARE PLATFORM ...................................................................................... 5.2.3 HOW THE PROGRAM WORKS........................................................................................ 5.2.4 EXPERIMENTAL PROCEDURE.................................................................................... 5.3 PRELIMINARY EXPERIMENTS AND PROTOTYPE DESIGN MATRICES..................... 5.3.1 WHAT WAS LEARNED FROM THE FIRST MODEL.......................................................... 5.4 PRIMARY EXPERIMENTS: A REFINED SYSTEM REPRESENTATION ....................... 5.4.1 DESIRABLE DESIGN SYSTEM CHARACTERISTICS .................................................... 5.4.1.1 M ATRIX CONDITION ............................................................................................. 5.4.1.2 NON SIN GULARITY ................................................................................................ 5.4.1.3 ORTHONORM ALITY ............................................................................................... 5.4.2 CHARACTERIZATION OF SPECIFIC DESIGN TASK MATRICES .................................. 5.4.2.1 M ATRIX TRACE .................................................................................................... 5.4.2.2 M ATRIX BALAN CE ................................................................................................ 5.4.2.3 M ATRIX FULLNESS............................................................................................... 5.4.3 DESIGN TASK MATRIX GENERATION ........................................................................ 5.4.4 A DESCRIPTION OF THE PRIMARY EXPERIMENTS....................................................... 6 RESULTS OF THE DESIGN TASK SURROGATE EXPERIMENT ........................ 65 67 69 70 71 73 73 74 74 75 75 76 76 77 78 79 83 6.1 PRELIMINARY DATA ANALYSIS AND NORMALIZATION OF THE DATA................... 6.2 DOMINANT FACTORS IN DESIGN TASK COMPLETION TIME.................................. 6.2.1 MATRIX SIZE, TRACE, AND BALANCE ............................................... ................................... .................. 6.2.2 MATRIX FULLNESS........... 6.3 SCALING OF PROBLEM COMPLETION TIME WITH PROBLEM SIZE ................... ............ ............................... 6.3.1 INVESTIGATING THE SCALING LAW... .... . .................................................. 6.4 DESIGN TASK COMPLEXITY 6.4.1 NUMBER OF OPERATIONS................................................... 6.4.2 COMPUTATIONAL COMPLEXITY................................................................... .......................... 6.5 OTHER ASPECTS OF DESIGN TASK PERFORMANCE ....... 62 62 63 83 84 84 86 87 88 92 92 94 96 96 6.5.1 TIME PER OPERATION ................................................................. 99 .. 6.5.2 GENERAL STRATEGIES FOR PROBLEM SOLUTION .............................. 100 6.5.2.1 GOOD PERFORM ERS ............................................................................................... 102 6.5.2.2 AVERAGE AND POOR PERFORMERS ....................................................................... ................ 105 6.5.3 MENTAL MATHEMATICS AND THE DESIGN TASK........................... 106 6.5.4 SOME GENERAL OBSERVATIONS ON TASK RELATED PERFORMANCE ............. 6.6 LEARNING, EXPERIENCE, AND NOVICE/EXPERT EFFECTS.........................108 ......... .. 109 ......... .... ..... .... 6.7 SUMMARY..................................... 7 CONCLUSIONS, DISCUSSION, AND FUTURE WORK.....................111 THESIS REFERENCE WORKS........................ APPENDIX ................. .................. 120 .............................. ............................................. A.1 COMPUTATIONAL COMPLEXITY A.2 RATE OF GROWTH FUNCTIONS ............................................... A.2.1 IMPORTANT CLASSES OF RATE OF GROWTH FUNCTIONS....................... .......................... A.2.2 A PRACTICAL EXAMPLE ................................ 8 115 ........................ ... 120 120 121 .123 TABLE OF FIGURES FIGURE 2.1 - Basic structure of the human information processing system ............................ 19 FIGURE 3.1 - The five stages of the product design and development process......................... 38 FIGURE 3.2 - Tool availability during various phases of the product development process......... 39 FIGURE 3.3 - The generalized parameter design process ......................................................... 43 FIGURE 3.4 - An example of a Design Structure Matrix representation ................................... 44 FIGURE 3.5 - Types of information dependencies..................................................................... 45 FIGURE 3.6 - DSM showing fully coupled 2 x 2 task block. ....................................................... 45 47 FIGURE 3.7 - Uncoupled, decoupled, and fully coupled systems............................................... FIGURE 5.1 - DS-emulator design task GUI for 3 x 3 system. .................................................. 65 FIGURE 5.2 - M aster GUI and Control GUI.............................................................................. 67 F IG URE 5.3 - C onsent G UI....................................................................................................... 67 FIGURE 5. 4 - DS-emulator program functionality................................................................... 68 69 FIGURE 5. 5 - Workflow of typical experimental session. ........................................................ FIGURE 5.6 - Preliminary Uncoupled vs. Fully Coupled task completion time results ............. 71 FIGURE 5.6 - Experimental matrix characteristics. ................................................................... 80 FIGURE 6. 1 - Completion time data for all matrix types used in the surrogate experiments ....... 85 FIGURE 6.2 - Effects of matrix fullness on normalized completion time................................. 87 FIGURE 6.3 - Scaling for fully coupled and uncoupled design matrices vs. matrix size............ 88 FIGURE 6.4 - Full matrix completion time and best-fit exponential model............................... 90 91 FIGURE 6.5 - Uncoupled matrix completion time and best-fit linear model............................ FIGURE 6.6 - Average number of operations for Series C fully coupled matrix data. .............. 93 FIGURE 6.7 - Relative complexity of the design task for humans and computers .................... 95 FIGURE 6.8 - Average time per operation for Series C experiments........................................ 97 97 FIGURE 6.9 - Average time per operation for Series F experiments. ......................................... FIGURE 6.10 - Average number of operations for Series F uncoupled matrix experiments. ........ 98 FIGURE 6.11 - Input adjustment vs. operation for a subject who performed well ...................... 100 FIGURE 6.12 - Input/output parameter plots for a subject who performed well.......................... 101 103 FIGURE 6.13 - Delayed search of input variable ranges.............................................................. FIGURE 6.14 - Average input variable adjustment for a subject who performed poorly. ........... 103 FIGURE 6.15 - Input/output parameter plots for a subject who performed poorly ...................... 104 FIGURE 6.16 - Random dispersion of input variable change with respect to time per move...... 106 FIGURE 6.17 - Design task completion time vs. task repetition for 2 x 2 full matrix. ............... 108 FIGURE 7.1 - Theoretical effects of increased experience on task performance. ........................ 112 125 FIGURE A.1 - Polynomial and exponential growth rate comparison........................................... 9 10 1 INTRODUCTION 1.1 THINKING ABOUT DESIGN This thesis is about design. More specifically, it is concerned with the complex interrelationship of the human mind and the design process. To discuss design and the design process, however, it would first seem necessary to have a sound working definition of what "design" might be. Of course, the outcome of any inquiry along these lines is heavily dependent on who is asked to provide such a definition. An engineer might be satisfied with calling the design process the search for an, "optimum solution to the true needs of a particular set of circumstances" [Matchett 1968]. This definition would be unlikely to suit an architect, though arguably the fault is more likely to lie with dry wording rather than any real lack of accuracy. The architect, in turn, might prefer Louis Sullivan's more poetically worded definition, "form ever follows function." Calling design a, "very complicated act of faith," however true it might be, would probably satisfy no one [Jones 1966]. A most succinct, meaningful, and general definition can be found in Christopher Alexander's book Notes on the Synthesis ofForm. He states that design is, "the process of inventing physical things which display new physical order, organization, and form in response to function" [Alexander 1964]. If the word "physical" is removed, this statement generalizes well across all fields of design, from product development to software design to architecture and industrial design. The fact that Alexander includes the words "process" and "inventing" is also significant. In so doing he acknowledges the complexity and ambiguity of the design process, the general lack of easy solutions and the need for iteration, and the importance of human thought and intuition to the process. A typical design problem has requirements that must be met and interactions between the requirements that make them hard to meet [Alexander 1964]. This sounds straightforward at first. But many design problems are quite complicated and some are nearly intractable. As the complexity and size of design projects has increased, new tools of ever increasing sophistication have arisen to cope with the demands imposed on the designer. Economic realities also confer significant advantages to those who can design not only well but quickly. This has necessitated negotiating the design process ever more swiftly without sacrificing the quality of the result. As a result designs now no longer have the luxury of evolving gradually over time by responding to changes in use patterns and the environment. 11 Moreover, the quantity of information required for design activities is often so extensive that no individual can possibly synthesize an optimal solution to a given design problem. Thus, the practice of design has moved away from the lone artisan, who both designs and builds his creations, towards a new paradigm of professional design [Lawson 1997]. The increasing complexity and cross-disciplinary nature of the design process has necessitated the development of specialized experts in many different fields and has spurred the development of sophisticated multi-disciplinary design teams that integrate their knowledge in an effort to solve a particular design problem. 1.2 THE PROCESS AND THE DESIGNER Fundamentally, the design process has a physical aim. Rather than being an end in and of itself a designer's thinking is directed towards the production of a tangible end product, the nature of which must satisfy certain constraints and be effectively communicated to others who may help design or construct it [Lawson 1997]. Nonetheless, the thought process of the designer, however intangible, is the most crucial ingredient of any design. Often whether a design succeeds or fails is determined very early on in the design process during the vulnerable conceptual phase in which the fundamental nature of the proposed solution to a given design problem is synthesized by the designer. Though the design process itself receives a great deal of scrutiny the agents directly involved in the process, humans, are not as well understood in this context as they should be. To a large extent this state of affairs is understandable. Although thinking and creativity are clearly central to design the history of cognitive psychology reveals many conflicting views about the nature of thought. Models of cognition vary widely, from the near mystical to the purely mechanistic. Indeed, cognition is one of the most contentious and problematic fields to research because it is an investigation of something that can be neither seen, nor heard, nor touched directly [Lawson 1997]. It is also, as a direct result, difficult to study empirically. These factors have made it difficult for other fields to benefit as much as they might from cognitive science research and a better understanding of human mental parameters and their implications. This rift is particularly evident within the context of the engineering design and product design and development processes. Due to its roots in mathematics and physics the engineering community tends to take an almost exclusively analytical approach to studying the design process. Except for a few fields, such as "human factors engineering" which studies ergonomics and the interaction of humans and machines, little attention is paid explicitly by engineers to the human element in the design process. Generally, human factors are considered at a late stage in 12 this activity, almost as an afterthought and primarily for ergonomic reasons, as would be the case for an industrial designer's contribution to the physical appearance of a consumer product, for instance. The inclusion of human parameters in the early stages of the design process generally only occurs in special instances, for example in the design of airplane controls and flight deck displays where safety is a critical issue and properly interfacing an airplane and the pilots who control it is an important factor. However, as many such human factors examples have shown, the impact of considering human factors during a design project is often significant and highly beneficial to the end result of the design process. If a consideration of human parameters can have such a positive effect on the outcome of the design process, why not also consider their effect on the process itself? Since humans are the most important part of this task, it would seem vital to characterize and understand their strengths and weaknesses with respect to the design process. This is a first step towards developing design tools and techniques that are better able to accommodate or mediate shortcomings on the part of the designer with respect to design problem size, scale, type, complexity, dynamics, and timescale. 1.3 THE GOAL OF THIS THESIS The goal of this thesis is to show on a basic level that the structure of the human mind and the nature of human cognition (resulting in specific cognitive capabilities and limitations on the part of the designer) are as important to understanding the design process as the nature and structure of the design problem itself. In fact, the two are inextricably intertwined. A better understanding of the strengths and weaknesses of the designer in light of the demands of the design task and how these capabilities scale with project size, structure, and complexity, as well as how they change over time, is critical for developing further tools to assist the designer and better manage the design process. I also hope that others in the product design and development field will be encouraged after reading this thesis to take a more "anthropocentric" view of the design process. There is little to be lost from this approach, and, in my view, a great deal to be gained. 1.4 MY APPROACH I believe that a quantitative approach to characterizing certain aspects of the designer is necessary and complementary to more qualitative studies. Part of the problem with many 13 theories of human problem solving, and other findings concerning cognitive capabilities presented by the cognitive science field, is that researchers seldom relate this information directly to the design process in a quantitative manner. This state of affairs has made it unlikely that such results will gain the attention of the engineering design community due to the lack of design context and the perceived "softness" or absence of analytical rigor of the findings. An interest in a quantitative approach, however, does not indicate an underlying belief on my part that design is a true science that follows fundamental laws or is quantifiable on any fundamental level. I merely suggest that such an approach will serve as a meaningful vehicle for eliciting and characterizing certain aspects of the designer's performance with respect to the design task. Even a field as seemingly Platonic as mathematics has been revealed to have certain dependencies on the structure of the minds that created it [Dehaene 1997]. This in no way detracts from its beauty, meaningfulness, or usefulness as a tool, and the same should be true for design. 1.5 A BRIEF OUTLINE I have taken an integrated approach to presenting and discussing this research, and it is my hope that the thesis will be read in its entirety as this will give the reader the most complete picture of my argument. However, those with knowledge of engineering design and product design and development and who are in a hurry could reasonably skip the first two sections of Chapter 3. Likewise, cognitive scientists on a tight schedule might choose to dispense with reading Chapter 2. For the aid of the reader, I present a brief outline of the material contained in this document: My goal in Chapter 2 is to present a clear view of the capabilities of the designer and a view of the design process from a cognitive science perspective. I will present an overview of modern ideas from cognitive science that are relevant to design and the designer, including information processing theories of human problem solving and cognition, and topics such as memory types and characteristics, recall and processing times, mental calculation in exact and approximate regimes, the role of learning and experience, and human time-response issues, among others. Relevant literature and research studies will be presented and discussed in the context of the design and problem-solving processes. Chapter 3 concerns design and the designer in the context of engineering design and product development activities. I will discuss how the design process has been framed in this field, and how many common design methodologies and tools fit within this general structure. 14 Because all of these topics are covered in great detail elsewhere (in the case of Design Structure Matrices, parameter design, etc.) I will only present details that I feel have specific relevance to this thesis. The assumption is made that the reader either has general knowledge of these topics or, if not, that numerous thorough and exacting treatments are available from other sources. This chapter concludes with a presentation of some recent studies done in an engineering design or product design and development context in which human cognitive considerations are discussed and identified as significant. In Chapter 4, I suggest that there is a need for a more "anthropocentric" approach to the design process. There is little interaction between the design and cognitive science fields and it is my contention that both disciplines have a great deal to offer one another. Of particular importance is that the product design and development field pays more attention to the characteristics of the designer. It is my belief that this will be significant not only in that it will benefit the product development process as it is traditionally understood, but that new distributed design environments being proposed or implemented will also reap rewards from a richer understanding of the cognitive characteristics of the individual human agents involved in the complex collaborative design process. Chapter 5 introduces and describes the design task surrogate program developed and tested in cooperation with human subjects as part of the research conducted for this thesis. Called "DS-emulator," this computer program simulated a highly generalized version of the design process using a well-characterized mathematical model and an interactive user interface. The development of the design process model, various assumptions used in the program, and its implementation are discussed in detail. The experimental regimen, as well as types of experiments conducted with the help of experimental subjects, are also discussed. Chapter 6 contains a comprehensive presentation of the results achieved with the DSemulator design task surrogate program. These results indicate that human cognitive parameters do have a significant effect on the outcome of the design process. I close the thesis proper in Chapter 7 with a discussion of the results of the design task experiments presented earlier and how they are related to current theory and practice in both the design and cognitive science fields. Particular consideration is given to the implications of the results for product design and development activities. Because a basic understanding of computational complexity and rate of growth functions is helpful for reading certain sections of this thesis the Appendix includes a brief overview of these topics. 15 2 COGNITION, INFORMATION PROCESSING, AND DESIGN The purpose of this chapter is to familiarize the reader with topics in cognitive science research that are significant to this thesis. Section 2.1 presents a brief overview of the modem cognitive science field, taking note of its roots in information theory and computer science. This thesis recognizes the information-processing paradigm as the most appropriate conceptual framework with which to structure a discussion of the impact of human cognition on the design process. As a direct consequence of this stance, earlier theories of human cognition such as Behaviorism and Gestalt theory are ignored. In Section 2.2, important fundamental concepts from cognitive science, such as various types of memory and other basic human cognitive structures and their parameters, are defined and discussed and references to significant research and experimental findings are presented. The final section discuses more complex topics in cognitive science, such as theories of human problem solving, along with other associated research that draws on the fundamental topics of Section 2.3. This material is meant to show how human cognitive parameters might impact both the design process in general and the specific design task experiment discussed in Chapters 5 through 7. 2.1 AN INTRODUCTION TO COGNITIVE SCIENCE The cognitive science revolution was to a great degree encouraged by the development of information and communications theory during the Second World War. This sophisticated innovation led to a new era of exploration of human thought processes. Information could be mapped and observed in quantitative manner not previously available, and the idea of "information" as an abstract and general concept, an intrinsic quality of everything that is observable, allowed many old problems to be revisited within this revolutionary conceptual framework. Significantly, information theory has also provided important insights on how humans might encode, analyze, and use data acquired through sensory channels. More primitive and substantially less empirical frameworks such as Behaviorism and Gestalt theory have been largely supplanted by a cognitive science approach which views humans as information processing machines. This cognitive approach envisions humans as more adaptable and intelligent organisms than do earlier Behaviorist or Gestalt theories, and focuses on context and task sensitive empirical studies of processes and operational functions as ways of attempting to explain how the mechanisms of cognition work [Lawson 1997]. The information processing approach to cognitive psychology was also inspired by computer science research, and the advent of dedicated information processing machines such as 16 computers and electronic communication devices has had significant impact on the development of cognitive science. At the theoretical level, experiments in computer design pointed towards the desirability of separate long-term information storage structures, with high capacity but slow access time, and complementary short-term information storage and processing functions, with rapid access and limited span. Modem computers, for instance, operate in this manner, with large stores of data on the hard drive and processing activities carried out using RAM and the CPU. By analogy, it was suggested that this architecture might also benefit the human brain and as a result many parallels have been identified between the computer science model and contemporary information-processing concepts of human cognition [Baddeley 1986]. In the case of the human mind, memory, search, and processing tasks are divided between a time and capacity limited short-term memory and working memory, and a vast long-term memory store. In most cases this structure seems to be the most efficient compromise between storing tremendous amounts of information, which can only be searched and retrieved at limited speeds in the case of both humans and computers, and the rapid retrieval and processing of small amounts of information pertinent to the situation at hand [Cowan 1995]. A cognitive science based approach is particularly attractive to those who seek to understand the design process because it draws many useful parallels between thoughts, perceptions, and actions. Cognitive scientists theorize that the way information is perceived, organized, and stored has great bearing on how it is processed and synthesized into a solution to a problem, for instance. Thus, the study of problem solving can serve as an invaluable window on the structure and function of the human mind and, by extension, the mental processes of the designer. Naturally there are drawbacks to the cognitive science approach. The tools available to directly observe the human brain are still rather crude, making it difficult to develop or verify detailed models of human thought. Although new techniques such as fMRI (functional magnetic resonance imaging) have provided sophisticated and dynamic data concerning the relationship between mental processes and the brain's structure, exploration at the level of the neuron (of which there are approximately 10" in the human brain) still requires highly invasive and clumsy methods [Horowitz 1998]. Due to the general complexity of the brain the performance of Artificial Intelligence (Al), and other computational techniques influenced by cognitive science research, remains inferior to actual human thought in most respects. The Al approach works best when it is applied to well-ordered problems with a well-defined structure, but generally falls far short of the flexibility displayed by the human mind. Thus, it has become essentially a truism 17 that any computational theory of mind, underpinned by a cognitive science approach, would be by definition as complex as the mind itself [Lawson 1997]. 2.2 BASIC INFORMATION STORAGE AND PROCESSING STRUCTURES From the cognitive science standpoint the human mind is an information-processing unit that contains sensory structures for gathering information from the environment, storage structures that retain information, and processing structures to manipulate the information in ways useful to the information-processing unit. The nature of the memory and processing structures of the mind, and the complex manner in which they interact, form the basis for the information processing theories of human cognition proposed by the cognitive science community. The five senses, sight, hearing, taste, smell, and touch, and the associated regions of the human brain that pre-process information from these sources, are the mind's information gathering structures. This subject, though most interesting, is beyond the scope of this research. However, a basic understanding of the other major storage and processing structures theorized by cognitive science researchers, and how they are linked together, is an important part of understanding human cognition and how it affects problem-solving activities such as the design process. Cognitive scientists generally divide the storage capabilities of the mind into two distinct categories, short-term memory and long term memory. Some also include a third, sensory memory, that is specially devoted to storing information from some forms of sensory input. [Cowan 1995]. However, this is a contentious issue and not significant to this research, and so will not be addressed here. The basic processing structure of the mind is the working memory. This is generally believed to be a flexible structure consisting of the activated portions of the short- and long-term memories that are being drawn upon during a particular information processing task. The activities of the information storage and processing structures of the human mind are directed by the central executive function, which focuses attention, allocates resources, and directs and controls cognitive processes. Although the evidence for some type of supervisory structure in the mind is clear, it is poorly understood in comparison with most other basic cognitive structures [Cowan 1995]. Figure 2.1 shows how cognitive scientists generally believe that these basic cognitive structures fit together to form the human information processing system. 18 Sensory Central Executive Systems (directs attention and controls processing) Long-term Memory Sensory Memory Memory a_ Working Memory FIGURE 2.1 - Basic structure of the human information processing system. Arrows denote information flow pathways [adapted from Cowan 1995]. 2.2.1 SHORT-TERM MEMORY The concept of short-term memory (STM), particularly the limited-capacity model in use today, can be traced back to the philosopher and psychologist William James, active in the late 1 9 th century. James drew a distinction between the small amount of information that can be stored consciously at any one time and the vast store of information actually stored in the human mind. He referred to the time-limited short-term memory as the "primary memory," and the long-term, more stable memory as the "secondary memory" [Cowan 1995]. As it is understood today, the short-term memory is a volatile buffer that allows quick storage and rapid access to information of immediate significance to the information-processing unit. Although it is easy to encode information in the short-term memory, it decays rapidly and is soon forgotten unless it is transferred to the long-term memory. For instance, a task such as remembering a phone number for immediate dialing would employ the resources of the short- 19 term memory. Of course, because of the transience of this type of memory the number is likely to be rapidly forgotten once dialed, or perhaps even before. As mentioned earlier, the advantage of a separate short-term memory is that rapid recall of information is facilitated by this structure. However, the drawback is that this information storage buffer is both time limited and size limited, and this has important consequences for the overall processing capabilities of the human mind. 2.2.1.1 A CLOSER LOOK AT SHORT-TERM MEMORY LIMITATIONS Important topics for communications and information theory research conducted during the Second World War were often practical problems related to communication technology such as studies of the limitations of electronic transmission channels or the ability of humans to receive, select, and retain information from a complex barrage of stimuli. A typical study from that period might have tested the ability of pilots to filter and recall critical information from concurrent streams of radio transmissions. Research such as this led naturally to the study of more general human capacity limits [Cowan 1995]. Of particular interest was the short-term memory because it was apparent from an early stage that its limited capacity was probably a major factor in limiting overall human information processing capabilities. The psychologist George A. Miller made an early and highly influential contribution to the understanding of the limits of humans as information processing agents in a paper he published in 1956. In "The Magical Number Seven, Plus or Minus Two," Miller suggested that human short-term memory capacity was limited by several factors. First, he suggested that what he called the "span of absolute judgement" was somewhere between 2.2 to 3 bits of information, with each bit corresponding to two options in a binary scheme. This restriction was based on tests examining the human's ability to make "one-dimensional judgments" (i.e. judgements for which all information was relative to a single dimension like pitch, quantity, color, or saltiness) about a set of similar stimuli presented in a controlled environment. For instance, subjects were played a series of musical tones of varying pitches and asked to compare them in terms of frequency. It was discovered that about six different pitches were the largest number of tones a subject could compare accurately without performance declining precipitously. The same held true for pattern matching exercises, judgement of taste intensities, and other similar comparison tests involving memory. From this data Miller was able to conclude that humans have a span of absolute judgement of 7 ± 2 pieces of information (i.e. 2.22 to 32 bits) that were related by having a similar dimension of comparison [Miller 1956]. 20 Miller was also clever enough to recognize that if this limitation were inflexible there would be a problem. If the amount of information storable in what he called the "immediate memory," now more commonly called short-term memory, was a constant, then the span should be relatively short when the individual items to be remembered contained a lot of information. Conversely, the span should be long when the items themselves are simple. How then could one possibly remember an entire sentence if a single word has about 10 bits of information? Miller proposed that people actively engage in the "chunking" of information as it is encoded in their memory to get around the span limitation. In this scheme the number of bits of information is constant for "absolute judgement" and the number of "chunks" of information is constant for the short-term memory, and both regimes are governed by the 7 ± 2 rule. Miller suggested that since the short-term memory span is fixed at 7 ±2 chunks of information the amount of data that it actually contains can be increased by creating larger and larger chunks of information, each containing more bits than before. To do this, the information is converted into more efficient representations. Input is received by an individual in a form that consists of many chunks with few bits per chunk, and is then re-coded such that it contains fewer chunks with more bits per chunk [Miller 1956]. An example of this type of behavior is often encountered when one learns a new language. At first the language might seem like gibberish, and even repeating a sentence phonetically may be difficult after hearing it only once. However, with some effort the individual learns rules of pronunciation and syntax that allow him to more efficiently encode and process information contained in a series of words. Gradually, a string of foreign words becomes a single sentence with a single meaning that is easily remembered. Miller closed his influential paper by stating that, "the span of absolute judgement and the span of immediate memory impose severe restrictions on the amount of information that we are able to receive, process, and remember" [Miller 1956]. He went on to suggest, though, that the human capacity to re-code information is an extremely important tool for allowing complicated synthesis of information despite a limited availability of cognitive resources. Although Herbert Simon, a scientist influential in the study of cognitive science and human information processing, has argued that the chunk capacity of short-term memory is actually closer to somewhere between 5 and 7, there is general agreement on the accuracy of Miller's 7 ± 2 rule. Moreover, chunk size appears to have important implications for all highly structured mental tasks such as mental arithmetic, extrapolation, and even problem solving, particularly during the initial exploration and problem definition period in which the problem must be characterized and a mental model produced. 21 More recently, short-term memory limitations have been explored through various types of "digit span" experiments. In this type of investigation, human subjects are shown strings of random integers of varying lengths and asked to remember them but are not given the opportunity to rehearse the data (i.e. translate it from short-term to long-term memory). Such tests have found that a digit span of 7 ±2 chunks for humans, the chunks being numbers in this case, is still a relatively accurate value for the short-term memory span parameter [Reisberg 1991]. An interesting experiment in a similar vein conducted by Chase and Ericsson showed just how flexible and dynamic human information chunking capacity actually is. Their study of digit span, conducted in the late 1970's, included one individual who had an extraordinary span of around 79 integers. It turned out that the subject was a fan of track and field events and when he heard the experimental numbers he thought of them as being finishing times for races. For instance (3,4,9,2) became 3 minutes and 49 point 2 seconds, a near world record mile time [Reisberg 1991]. The subject also associated some numbers with people's ages and with historical dates, allowing him to create huge chunks in his short-term memory that stored large amounts of numerical data very efficiently. When the subject was re-tested with sequences of letters, rather than numbers, his memory span dropped back to the normal size of around 6 consonants. Although the 7-chunk limit seems to be meaningful it is clear that humans have many resourceful ways for circumventing it. As one becomes skilled in a particular task the extent and complexity of the information that can be fit into the short-term memory framework can be surprisingly large. The cognitive science researcher Stanislas Dehaene has presented another interesting wrinkle on short-term memory span. In his fascinating book The Number Sense: How the Mind CreatesMathematics, he suggests that the size of an individual's digit span and short-term memory is actually highly dependent on the language he speaks. For instance, the Chinese language has an extremely regular and efficient numbering scheme and words for numbers happen to be much shorter than the English equivalents. Consequently, it is not unusual for Chinese individuals to have a digit span of nine numbers. The Welsh language, in contrast, has a remarkably inefficient numbering scheme with large words for the numbers. As a result the Welsh have a shorter digit span and it takes on average 1.5 seconds more for a Welsh school child to compute 134+88 than an American child of equivalent education and background. The difference seems to be based solely on how long it takes for the child to juggle the representation of the number in the short-term memory. Dehaene goes on to suggest that the "magical number seven," often cited as a fixed parameter of human memory, is only the memory span of the individuals tested in the psychological studies, namely white American college undergraduates. 22 He suggests that it is a culture and training-dependent variable that cannot necessarily be taken as a fixed biological parameter across all cultures and languages [Dehaene 1997]. This research does not necessarily dispute the overall size limit of the short-term memory but does suggest that the efficiency with which information can be stored within this structure is probably influenced by many factors. The other major limitation of short-term memory besides its finite capacity is the amount of time data can reside in the structure before it decays and is "forgotten." There is good information, both scientific and anecdotal, that the short-term memory is quite volatile and that information stored within it decays rapidly [Newell and Simon 1972]. Experiments conducted by Conrad in 1957 provided some of the first hard evidence for the time-limited nature of information in the short-term memory. Conrad had human subjects memorize short lists of numbers and then recite them verbally at a fixed rate. The experiments showed that the recall ability of human subjects was impaired when they were required to recite the numbers at a slow rate (a number every 2 seconds) rather than a fast rate (a number every 0.66 seconds). Even better results occurred when subjects were allowed to respond at a self-determined rate [Cowan 1995]. It appeared that slow recitation rates allowed subjects to forget many of the numbers before they had the chance to recite them. According to most recent studies the duration of information in the short-term memory appears to be somewhat longer than a few hundred milliseconds and up to about 2 seconds [Dehaene 1997]. This is obviously not a very long time, however it is long enough to be useful. Since the recall time for information stored in the short-term memory is only about 40 milliseconds per chunk it is actually possible to scan the entire buffer multiple times before it decays [Newell and Simon 1972]. Although there is much debate over the extent and nature of human short-term memory limitations, the facts everyone can agree on are that they exist and that they impose a significant bottleneck on the information processing capabilities of the mind. In fact, a large body of research has supported the significance of short-term memory limitations with respect to the performance of activities as diverse as game playing, expert system design, and personnel selection [Chase and Simon 1973, Enkawa and Salvendy 1989]. Other experiments have indicated that even though the retention of information in the short-term memory is timedependant, human performance on comprehension and problem solving tasks is likely to depend more on the capacity limits of short-term memory rather than its temporal volatility [Cowan 1995]. Moreover, when expertise is accounted for short-term memory capacity seems not to vary a great deal even over widely differing tasks [Newell and Simon 1972, Baddeley 1986, Cowan 23 1995]. As a result short-term memory limits are frequently cited as being one of the most significant bottlenecks on human information processing capabilities, and are almost certainly a major contributing factor to the difficulties posed to humans by complex problem-solving tasks [Simon 1985]. 2.2.3 LONG-TERM MEMORY The long-term memory (LTM) is the mind's long-term information storage structure. In contrast to the capacity-limited short-term memory there is no evidence that the long-term memory ever becomes full over a human lifetime, or that irrelevant information is replaced with more important data to conserve space or optimize other performance-related characteristics such as recall time [Newell and Simon 1972]. Although data can certainly be forgotten, in most cases information that is encoded in the long-term memory is retained indefinitely. Naturally, such immense data storage capacity comes at a price. The amount of time required to "write" information from the short-term memory, where it initially resides upon uptake, to the long-term memory is much longer than the time required to merely encode information in the short-term memory. It has been estimated that the time required to transfer information from the short- to long-term memory is 2 seconds for a decimal digit and 5 seconds for a "chunk" of information. Moreover the effort required is much greater than simply storing information in the short-term memory [Newell and Simon 1972]. Fortunately, access time for the long-term memory is relatively quick, at approximately 100 milliseconds for a chunk of data. When information is "recalled" the process is roughly the reverse of the encoding process, so data is shifted from the long-term memory back to the shortterm memory or to the working memory, which is discussed later on in this chapter. Remarkably, the required access time does not seem to depend on how recently the information of interest was transferred into long-term memory [Newell and Simon 1972]. For most people childhood memories, for instance, are as readily recalled as the plot of a recently viewed film or a recent meal. 2.2.4 EXTERNAL MEMORY Another issue of importance, though not really a human cognitive parameter per se, is external memory (EM). This is the term that cognitive scientists use to refer to external aids that supplement the mind's capacity for information storage and manipulation, such as paper and pencil or computer-based tools such as CAD software. Of course, external memory aids place 24 some cognitive demands on the user. For instance they may necessitate "index entries" in either the STM or LTM to allow efficient retrieval of information from the external source [Newell and Simon 1972]. Although storing information in an external memory format is generally easier than encoding it in the long-term memory, access to data in the EM actually ends up being much slower because of all the searching that must be done to collect it. In the end, the relative ease with which the LTM can be searched relative to the external memory ends up making it superior for many purposes [Newell and Simon 1972]. Nonetheless, for complex tasks the EM has certain advantages. One instance would be carrying out activities such as arithmetic calculations that are well understood conceptually but difficult to execute in practice due to short-term and working memory capacity limitations. In this case, the ratio of time required for mental multiplication of two four-digit numbers to performing the same task with pen and paper is about 100:1. This is most likely due to small size of the short-term memory and the long "write time" to the long-term memory which makes it difficult to store data during intermediate phases of the mathematical operation [Newell and Simon 1972]. The utility of external memory tools, and their ability to reduce cognitive load, has been shown in many contexts and will be discussed in more detail at other points in this thesis. 2.2.5 THE CENTRAL EXECUTIVE FUNCTION It is evident to most who study human cognition that some mental structure is responsible for coordinating the complex information processing activities that the mind carries out, for focusing attention, and for engaging in supervisory control over task and resource allocation [Cowan 1995]. Cognitive scientists who study this poorly understood structure have dubbed it the "central executive function." Although the central executive function clearly plays an important part in all human information processing capabilities the most well characterized aspect of this supervisory structure is its ability to direct and focus attention and select information from the environment that is particularly relevant to the issue at hand. Apart from this, little of a quantitative nature is understood. The issue of a central executive function has turned out to be particularly significant for those who research the mind's mathematical abilities. Dehaene [1997] has shown that human ability to perform exact numerical calculations depends on the coordinated efforts of a number of different regions of the brain including those areas responsible for language. As Dehaene has noted, the dispersion of arithmetic functions over multiple cerebral circuits raises a central issue for neuroscience: How are these distributed neuronal networks orchestrated? 25 A well-regarded current theory, for which there is not yet concrete proof, suggests that the brain dedicates highly specific circuits to the coordination of its own networks. Brain imaging techniques, such as Functional Magnetic Resonance Imaging (fMRI), have shown that these circuits are probably located in the front of the brain in the prefrontal cortex and the anterior cingualte cortex. They contribute to the supervision of novel, non-automated tasks and behaviors such as planning, sequential ordering, decision making, and error correction, and constitute a "brain within the brain" a central executive that regulates and manages resources and behavior [Dehaene 1997]. Because the functions of this structure are so interwoven with other mental processes it has proven particularly difficult to study using standard experimental methods that have been instrumental in unlocking the nature of short- and long-term memory. 2.2.6 WORKING MEMORY: THE MIND'S INFORMATION PROCESSING STRUCTURE The working memory is the mind's information processing structure. Most current theories of the working memory postulate that it is a composite structure involving multiple components and drawing on a number of cognitive resources [Baddeley 1986]. Researchers believe that working memory consists of activated portions of the short- and long-term memory that have been called into service by the central executive function for the purpose of performing a specific processing task [Cowan 1995]. Evidence, beginning with studies conducted by Hitch [1978], suggests that working memory plays an important part in mental arithmetic as well as in counting and general problem solving activities [Baddeley 1986]. Some tests, notably Brainerd and Kingma [1985], have found that the performance of reasoning tasks is unrelated to short-term memory. But it is unlikely that in the tasks used for these experiments that all of the background information had to be kept in mind to solve the problems correctly [Cowan 1995]. A much more common assumption is that working memory and the mental systems responsible for short-term memory are broadly equivalent. So, tasks that involve the storage and manipulation of an amount of information approaching the short-term memory span should, and in fact do, have a severe and detrimental effect on task performance [Baddeley 1986]. For instance, a number of studies have been conducted during which a subject performed a mental task while trying to retain in memory a set of digits presented immediately before the task. This "digit preload" was found to have noticeable adverse effects on the subject's performance of the task [Baddeley 1986]. The human working memory also appears to process information in a serial manner, and as a result it can only execute one elementary information process at a time. Studies have estimated the "clock time" for a basic information processing task conducted in working memory 26 to be about 40 milliseconds [Newell and Simon 1972]. This does not imply that information is accessed or scanned serially from short- and long-term memories, though. In fact, this is almost certainly not the case. The long-term memory has been shown not to function in this way and this appears true for the short-term memory as well [Newell and Simon 1972]. As a direct result of the serial data processing behavior of the working memory, there is a fundamental attention conflict between processing information previously received and attending to current information. Thinking about what I've just written, for instance, prevents full attention to what I'm now writing. Unfortunately there is no way out of this problem as the conflict arises from the limited, serial nature of human information processing capabilities [Lindsay and Norman 1977]. 2.3 HUMAN COGNITIVE PARAMETERS AND COMPLEX MENTAL TASKS It goes without saying that the fundamental human cognitive parameters discussed above significantly impact all higher-order information processing activities. To help provide a clearer picture of how all these structures work together to allow the mind to cope with complex tasks I will present a few concrete examples of this, including mental calculation and other numerical tasks, decision-making, general problem solving, and learning and experience. It is my contention that the design process can be viewed as a special case of a problem solving activity so this idea features prominently in the following discussion and throughout this thesis. This concept stems from the fact that the design process is really an informationprocessing task involving the identification of a need or the definition of a goal (i.e. to build a shelter using available materials or to create a useful product, for instance), and the development of a solution strategy that facilitates satisfying the needs or fulfilling the goal. 2.3.1 MENTAL CALCULATION A fundamental human information processing task that has been well characterized and found to be highly dependent on the structure of the mind itself is the mental manipulation of numbers. Part of the explanation for this lies with the fact that simple numerical tasks, such as memorization of strings of digits, the comparison of digit magnitude, and simple mental manipulation of digits such as addition, subtraction, and multiplication, are tasks often used to probe many different aspects of human cognition. The simplicity and well-defined nature of these numerical tasks, and also the fact that they require no special domain-specific knowledge, gives them great utility as experimental tools. As a result studies based on numerical probe tasks 27 have uncovered many interesting cognitive limitations concerning both the short- and long-term memory as well as the information processing capabilities of the working memory. Many of these are discussed in Stanislas Dehaene's book The Number Sense: How the Mind Creates Mathematics. In his text the author explores many aspects of human mathematical ability and how it springs from the fundamental physiological and information processing structures of the brain. One limitation on the human mind's numerical capabilities, the finite number of objects humans are able to enumerate at once, has been known for some time. In a set of experiments conducted in Leipzig, Germany, by James McKeen Cattel in 1886, human subjects were shown cards with black dots and asked how many dots there were. Cattel recorded the elapsed time between the display of the cards and the subject's response. The experiment showed that the subjects' response time generally grew slowly as the number of dots was increased from 1 to 3, but that both the error rate and response time started growing sharply at 4 objects. For between 3 and 6 dots the response time grew linearly, with a slope of approximately 200-300 milliseconds, corresponding roughly to the amount of time to count an additional object when quickly counting out loud. These results have been verified many times using many different types of objects standing in for the dots in the original experiment. Interestingly, the first 3 objects presented to a subject always seem to be recognized and enumerated without any apparent effort, but the rest must be counted one-by-one [Dehaene 1997, Dehaene et al. 1999]. Human perception of quantity also involves a distance and magnitude effect. Robert Moyer and Thomas Landauer, who published an article about their research a 1967 issue of Nature, first discovered this effect. In their experiment, Landauer and Moyer measured the precise time it took for a human subject to distinguish the larger of a pair of digits flashed briefly on a display. They found that the subject's response time always rose as the numbers being compared got closer together and as the numbers became larger. It was easier for subjects to tell the difference between 50 and 100 than 81 and 82, and easier still to discern between 1 and 5. Further research on the human number line has supported Moyer and Landauer's result and also suggested that it in fact seems to be scaled logarithmically. The mental number line allots equal space between 1 and 2, 2 and 4, 4 and 8, and so on [Dehaene 1997]. Another significant numerical task that has been well characterized is mental calculation. Calculation appears to be handled in two different ways by the brain depending on whether it is exact calculation or estimation. Many estimation tasks appear to be evaluated by a specialized mental organ that is essentially a primitive number-processing unit that predates the symbolic numerical system and the arithmetic techniques learned in school [Dehaene 1997]. This innate 28 faculty for mathematical approximation can somehow store and compares mathematical values in a limited way and can also transform them according to some simple rules of arithmetic. The uniquely human ability to perform exact, symbolic calculation relies solely on a conglomeration of non-specialized mental resources, including many of the brain's spatial and language processing centers. This skill appears to be acquired solely through education [Dehaene 1997]. Work by a number of researchers to determine the time required to complete an exact mental calculation has shown that calculation time does not increase linearly with size of the numerical values involved, as would be expected if a "counting" technique were used to sum or multiply two numbers. In fact, calculation time appears to depend polynomially on the size of the largest quantity involved and even disparate mathematical activities such as multiplication and addition seem to demand approximately the same computation time for problems involving numbers of similar magnitude. The likely explanation for this phenomenon is that such simple numerical problems are not solved by counting up to a solution but that the answer is actually drawn from a memorized table residing in the long-term memory. It takes longer to recall a solution to a math problem and also harder to store and manipulate the data in the short-term memory as the operands get larger, which accounts for the growth in calculation time as operand size increases [Dehaene 1997]. 2.3.2 DECISION MAKING A mental activity preliminary to problem solving is decision-making. Decision-making involves selecting a course of action from a specific list of alternatives. As simple as it sounds, it is in fact a very difficult psychological task to compare several courses of action and select one [Lindsay and Norman 1977]. Of course the list of alternatives need not be an exhaustive list, and the nature of this list depends very much on the mental model of the problem, the experience of the problem solver, and his ability to increase the efficiency of a search for relevant information stored in the long-term memory through experience-based heuristics. Evaluating each possible choice from an array of options on its merits actually places significant demands on short-term memory capacity by requiring that a choice be held in memory to be compared with the other possibilities. Sometimes there is no clear way to do the comparison or no optimal metric that can be identified and calculated for each alternative. Also, having a solution space that is small enough to be searched exhaustively and analyzed all at once is a rare event [Lindsay and Norman 1977]. Most problems encountered in the real world would stretch the human short-term memory to its outer limits without the help of decision-making and search strategies, heuristics, or other information-processing aids. 29 Not surprisingly, the human decision-making process has been shown to be quite fallible. When analyzing a situation, humans often erroneously emphasize its most salient or easily imaginable features to the exclusion of other important factors. Also, initial judgements concerning unfamiliar phenomena tend to become filters through which the absorption and processing of all new information is conducted. A widely noted manifestation of this bias is the persistence of an incorrect perception despite clear and repeated evidence to the contrary [Chi and Fan 1997]. Cognitive limitations such as these, especially with regard to decision-making under uncertainty, fall under the general concept of the "bounded rationality" of human information processing agents first suggested by Simon [1957]. 2.3.3 INFORMATION PROCESSING MODELS OF THE PROBLEM SOLVER In the context of cognitive science, the most sensible way to view the design process is as a "problem solving" activity. Herbert Simon [1978] has put forth a useful information-processing paradigm of the problem solver. In his proposed scenario, problem solving is an interaction between a "task environment" and the problem solver. The task environment is the problem itself. Simon's view holds that the structure of the problem influences considerably the process of problem solving in that constraints are placed on the problem-solving activity by the problem's structure. Problems can be either well- or ill-defined. A well-defined problem has a clear initial state, an explicit set of legal operations (allowed moves) that the problem solver can take to complete the task, and a clear goal. A good example of this might be the famous "Tower of Hanoi" problem, which involves moving rings of varying sizes from one peg to another. Here the problem solver is provided with all the information necessary to find a solution to the problem: an initial state in which all rings are on one peg, the goal of moving the rings to another peg, and a complete set of legal operators and operator restrictions (i.e. a larger ring cannot be placed on top of a smaller ring, only one ring may be moved at a time, etc.). In contrast, an ill-defined problem is one for which incomplete or little information is provided about the initial state, goal state, operators, or some combination of these factors. The design process, because of its open-ended nature, almost invariably falls into the ill-defined problem category. Though the starting point and the goal of the process are likely to be clearly spelled out, relatively speaking, the allowable operations are often thoroughly ambiguous. In other words, the problem-solver must supply information that is not given. However, even ill-defined problems are covered by the general mechanisms of problem solving and are really a subset of well-defined problems, so they can be readily examined and 30 approached through the same overall structure [Simon 1973]. Moreover, even the fact that a particular problem may be well defined does not make it easy to solve. For instance the game of chess is very well defined, but it can be very difficult indeed to beat a skilled opponent. To solve problems, an individual must construct a mental representation of the all the information describing the problem. Simon refers to this representation as the "problem space." For instance, the problem space for a game of chess might be the layout of the board, the starting position of the pieces, the goal of victory over the opponent, and an understanding of the allowed moves for each type of piece. An important distinction to make is that the problem space is not the actual problem but an individual's representation of the problem, and it may contain more or less information than the actual problem. Taking the chess example a bit further the problem space for a novice would clearly be quite different from that of a grand master, who would be able to build a more sophisticated mental model of the situation. It is also useful to remember that many problem descriptions contain a great deal of implicit information. In the game of chess, for example, it is usually taken for granted that the players are allowed to look at the board and pieces. While solving a problem, the individual progresses through various "knowledge states." These knowledge states contain all the information an individual has available at each stage of the problem solving process. This includes both immediately accessible data in the short-term memory and knowledge that can be retrieved from the long-term memory by a search operation. Of course, short- and long-term memory structures store such information about the knowledge states during problem solving processes [Newell and Simon 1972]. By applying "mental operations" to knowledge states in the working memory the problem solver can change from one knowledge state to another with the aim of reaching the final goal state, the solution to the problem at hand. Because these operations are taking place in the mind of the problem solver they do not necessarily refer to the objective state of the problem [Kahney 1993]. Significantly, this leaves the door open for the general information processing characteristics of the problem solver to have major effects on the outcome of the problem solving exercise. Some important parameters are, not surprisingly, short-term memory capacity and domain-specific experience, reflected by the depth of information available in the long-term memory for use on a particular type of problem. 2.3.3.1 MEMORY AND PROBLEM SOLVING Obviously, various capacity limits play an important part in problem solving by limiting the complexity of the mental problem representation and restricting the complexity and size of the 31 search space or problem space. Much has been made of the fact that the size of the problem space for a given problem can present a bottleneck to human problem solvers. As such, the limitations of short-term and working memory place bounds on the amount of information that can be searched, compared, or otherwise processed at one time. Chess, for instance, has around 10120 possible games and is considered difficult by most. Obviously humans do not, and cannot, search spaces of that size due to memory and processing limitations. However, a search-based problem solving strategy would not be much simpler or more feasible if the problem space were only 1030 or 1010 games. In fact, the most sophisticated and powerful chess computers actually restrict their exhaustive problem space searches to around 106 games [Simon 1989]. It has even been argued that a game as simple as tic-tac-toe would be virtually impossible for humans if played by reasoning alone because of the large size of the search space required if all possible options were considered for each move [Lindsay and Norman 1977]. Formulating and comparing all these alternatives would completely overwhelm the shortterm and working memory buffers. 2.3.3.2 LEARNING, EXPERTISE, AND PROBLEM SOLVING If the only techniques available for problem solving were search and processing the situation would indeed be dire. However, the ingenuity of the problem solver often allows him to restructure the problem into a manageable format or develop other tools and techniques that reduce the load on short-term and working memory, which are generally the bottlenecks on any information-processing task. One way this limited processing capacity is supplemented is through use of the long-term memory which allows the remembering of heuristics, similar situations, or useful techniques learned from other endeavors [Lindsay and Norman 1977]. It is such collective experience and skill that allows the search space of otherwise intractable problems to be reduced to a manageable size [Simon 1989]. Expertise, gained through rehearsal and learning, allows patterns to be observed and remembered and successful problem solving methods to be developed and retained for later use. Naturally, this information also serves as a structure that can be applied to groups of problems involving related configurations. Problems are represented in the memory in such a way as to allow a new problem to be recognized as similar to or different from a previously encountered task. Information retained from previously found solutions to problems can be employed on identical problems, called isomorphic problems because they have an identical state space, and on similar or homomorphic problems, with a like but not identical structure. Of course, the retained solutions of earlier problems can be used and adapted to a new problem. So, 32 as a result the problem solving and problem reformulating processes go hand in hand [Kahney 1993]. Differences between experts and novices with respect to their problem solving abilities have been identified and characterized in a number of cognitive science studies. Experts generally have a more efficient and rich knowledge structure than novices on which to base their search for a solution to a problem. Experts are also better at generalizing problems and integrating, extrapolating, and obtaining information to form a solution strategy. Rather than approaching problem solving in a sequential manner, experts take a system view of the problem. Novices, in contrast, have a less rich information structure on which to base a solution strategy. Thus, they tend to oversimplify problems and ignore important information, which leads to a less integrated approach to finding a solution [Newell and Simon 1972, Chase and Simon 1973]. Not surprisingly expertise, and the attendant increase in domain-specific knowledge, is a major factor in the relative ability of problem solvers. 2.3.3.3 EXPERIENCE AND IMPROVED PROBLEM REPRESENTATION A chunking model of memory would suggest that extensive practice and learning would allow data to be more efficiently categorized and stored in a hierarchical manner, increasing the amount of information that can be maintained in a single chunk of short-term memory space. Likewise, experts tend to have a more efficient information chunking scheme than novices, which allows them to store and manipulate larger amounts data in their short-term and working memories. The overall number of chunks retained for novices and experts alike appears to be about the same and is approximately what would be predicted from immediate recall tests of numbers or consonants, in other words seven chunks or so. But, in the case of the experts the chunks contain more and richer information than those of novices. Interestingly, this increase in short-term memory capacity only extends to the domain in which the experience has been acquired. An extraordinarily efficient chunking ability for one type of data structure does not transfer over to other data types [Baddeley 1986]. For instance, a number recall experiment performed on Japanese grand master abacus users, conducted by Hatano and Ogata in 1983, confirmed that they had exceptional numerical digit spans of about 16 decimal digits as evidenced by their extraordinary ability to store and manipulate numbers when performing abacus calculations. However, upon further examination the verbal short-term memory spans of the abacus masters turned out to be of entirely normal dimensions [Baddeley 1986]. 33 Another good example of how extensive experience affects human ability to cope with complex tasks is the case of chess grand masters. These extraordinarily talented players are often credited with a superior ability to see "into the future" and divine how a chess game will play out. However, closer inspection reveals that one major reason for the apparent skill of grand masters is the tremendous amount of experience they have acquired with the game. Although problems are generally evaluated in the short-term and working memory, it is the more highly developed longterm memories of problem-related experiences that gives expert problem solvers the edge over amateurs. Thus, the increased experience of grand masters provides them with a large store of useful knowledge and allows them to more efficiently search pertinent information stored in the long-term memory through the development of heuristics that reduce problem complexity and search space size [Newell and Simon 1972]. Another reason for the superior performance of experienced chess players is their ability to encode information into larger, more sophisticated perceptual chunks, which permits a more complex evaluation of the problem space [Chase and Simon 1973]. Studies have shown that many chess grand masters are able to view configurations of chess pieces on a board as single information chunks, enabling them to use the short-term memory and processing resources they have more efficiently to compare and evaluate possible strategies in the working memory. Interestingly, the ability of experienced chess players to remember configurations of chess pieces turns out to be highly dependent on whether or not the configuration is the result of an actual game or merely random [Chase and Simon 1973]. Random piece configurations are actually no easier for the grand master to remember than for the novice player, most probably because the random configurations make no sense in the context of an actual chess game and are thus not part of the expert's domain-specific knowledge base. 2.3.4 INTERACTING WITH DYNAMIC SYSTEMS A number of psychological experiments, as well as many disastrous real-world accidents, have demonstrated that humans generally have a limited capacity for dealing with phenomena that are dynamic or nonlinear in time. Research conducted by Dietrich D6rner, who explored human subjects' abilities to control time-varying scenarios using complex interactive models of social systems, has indicated a number of key characteristics regarding human ability to understand dynamic systems. Humans appear to have great difficulty evaluating the internal dynamics of systems and often resort to generalizing about overall behavior on the basis of local experience. Thus, they tend to rely on extrapolation from the moment techniques when creating a mental model of a 34 system's dynamics, and the behavior of a system at the present moment is often the overwhelming dynamic effect considered when a prediction of future behavior is sought. As a result human interaction with such systems is not guided by the differentials between each state of the system but by the situation at each stage, and the immediate situation is regulated rather than the overall process [D6rmer 1996]. People also tend to utilize simple, linear models of timedependent behavior, regardless of the true nature of the system, making control of dynamically complex and non-linear systems very difficult. This lack of attention to dynamic behavior as it unfolds also leads to a tendency to overcorrect in many such situations. The existence of a time lag in a system, discussed in detail within an engineering design context in Section 3.3.4 of this thesis, makes the phenomenon of human insensitivity to system dynamics even more pronounced. In another study, for instance, D6mer [1996] researched the implications of such a time delay. Again using the modeling and control of social systems as a test case, he found that a time delay interferes with dynamic extrapolation techniques by making it more difficult for humans to capture an instantaneous derivative of a system's behavior. Time lag phenomena, extrapolation from the moment, and fixation on linear behavior can conspire to create the familiar oscillatory behavior that humans often provoke in systems they are trying to control but for which they are unable to form an accurate mental model [D6mer 1996]. 35 3 PRODUCT DESIGN AND DEVELOPMENT This chapter is organized into three basic sections. In the first section I give a broad overview of the engineering design and product design and development field, discuss the basic structure of the process, and present some of its fundamental concepts. The second section focuses on a few ways of modeling the design process, or parts thereof, that are used frequently in a product development context. I have chosen to discuss these specific techniques because they are directly related to the manner in which the computer-based design task surrogate program, which forms the core of the research conducted for this thesis, simulates the design process. The third section of this chapter discusses some instances in which human cognitive limitations receive either implicit or explicit consideration in a product design and development context. Both specific research and practical tools that highlight the importance of human cognitive factors are discussed. 3.1 BACKGROUND The engineering design research field is quite active today, with both industrial practitioners and university based researchers participating in the discourse. Although the words engineering and design might sound incongruous to some when used in the same sentence, this area of design actually stands unique in the overwhelming impact it has on the world. The sale of products from a basic sheet of paper to the most sophisticated jet aircraft or communications satellite, all of which require careful design, is a fundamental force driving the economies of the world. This impact of engineering design and product design and development is not only economic, but can be appreciated on a more visceral level through the consumer products most of us use every day: computers, automobiles, telephones, and so on. Needless to say, life without many of these products would be very different indeed. Each of these devices was designed in a way not unlike the manner in which an architect would design a dwelling. A fundamental needs exists to be satisfied but the designer has great latitude to choose the manner in which this will be done. The engineering design environment is also going through a prolonged period of rapid and fundamental change. Technological advances, such as the microchip and innovative new materials and production processes, have allowed for the design of ever more sophisticated and complex products. Although the possibilities for the designer are now more wide-ranging than ever, the challenge of guiding the design process to a successful conclusion has never been greater. 36 Increased globalization, mergers, and joint ventures have introduced tremendous opportunities for achieving economies of scale, and this global competitive environment has caused companies to be ever more mindful of the efficient use of resource. This has necessitated offering a wide array of products for the increasingly demanding customer all at the lowest possible cost. Naturally, heightened competition has also placed great pressure on the designer. The consumer's desire for product variety and low cost forces companies to offer more diverse and carefully engineered product lines, leading to added complexity at almost every level of the product development process. Moreover, increasing market pressure has necessitated ever shorter product development cycle times yet at the same time increased flexibility to meet the dynamics of consumer demand. The broad demands posed by the product design and development cycle require that those involved in the process are able to synthesize information and knowledge from a wide variety of sources. Basic science and engineering is, of course, necessary at a fundamental level to develop technology and drive innovation. However, the product designer must also have some understanding of marketing so that he may better understand the consumer and identify possible market opportunities. An understanding of the product development organization and project management is also important as resources, both human and materiel, must be deployed in the most advantageous way possible. Finally, the economic, financial, political, and legal factors that are also part of the product design and development process must be understood. In short, the design process is highly complex and places intense cognitive demands on those involved because of the scale and multiple interrelated tasks and goals that characterize such an activity. 3.1.1 THE PRODUCT DEVELOPMENT PROCESS IN A NUTSHELL Because of its open-ended nature the product development process could easily be divided into any number of segments in an arbitrary number of ways. What the "best" decomposition is, of course, depends upon who is being asked. However, Ulrich and Eppinger [1995] have made a good case for a five-part decomposition. In their view the product design and development process can be broken down into concept development, system-level design, detail design, testing and refinement, and production ramp-up tasks. This sensible division of the design process, and some of the activities that take place during each segment, can be seen more clearly in Figure 3.1. 37 Phase I Concept Development Phase 2 Phase 4 Phase 3 System-Level Design Detail Design Phase 5 Testing and Production Refinement Ramp-Up Concept Generation Concept Selection Establish Product Architecture Industrial Design Design for Manufacturing Prototyping (CAD model, Physical Prototype, etc.) Project Economics and Finances FIGURE 3.1 - The five stages of the product design and development process [adapted from Ulrich and Eppinger 1995]. Naturally, as the design process progresses and fundamental issues are resolved, the process moves from being qualitative in nature through states in which progressively more quantitative tools and methodologies are available to the designer. During early stages of the product development process discovering and investigating market needs, and generating concepts to satisfy them, are the primary activities. After a general concept design is settled upon, and this concept can be quite abstract, more work is done to determine the fundamental architecture of the product. This often involves input form many sources, including marketing studies, as well as information form experts in engineering, manufacturing, industrial design, and management, who all form the core of a multi-disciplinary product development team. Later stages of the design process involve quantitative modeling and analysis, CAD tools, and other analytical methods. Not surprisingly most of the quantitative design-related tools employed during product development are only deployed in later stages of the process when rigorous analysis is facilitated by a more concrete idea of the structure of the design. However, there is a general consensus that developing more rigorous "upstream" methods and design tools would be highly beneficial. 38 It has been estimated that most of the eventual costs and other resource commitments of a product development project (up to 60%, in fact) are actually locked-in during the conceptual phase of the design process [Welch and Dixon 1994]. Figure 3.2 shows how tool availability varies with the progression of the design task. Phase 1 D eomnt Phase 3 Phase 2 System-Level Phase 4 Detail Design Tesinn Phase 5 Pductin Dsign Heuristics Quantitative Analysis Availability of Automated Tools Stage of Product Development Process FIGURE 3.2 - Tool availability during various phases of the product development process [adapted from Whitney 1990]. The goals of product design and development research, not surprisingly, are similar to the goals of industries that fund the labs and universities conducting such research. They include improved product quality, reduced cost, reduced time-to-market, increased efficiency, increase flexibility, increased robustness, and better management of the uncertainty inherent in any design effort. The success of the product development process is generally gauged by these same metrics, which are often traded off against one another to optimize the process [Krishnan and Ulrich 1998]. The increasingly decentralized product development process often requires orchestrating the collaborative efforts of many dispersed entities, including multi-disciplinary teams, sub- 39 contractors, and specialists. So, because the scale and extent of the design process has grown rapidly good communication is vital, both across firm boundaries and within firms. 3.1.2 PROBLEM STRUCTURE: AN ENGINEERING APPROACH TO DESIGN So, how are design problems conceptualized and modeled by engineering designers? Arguing for a design methodology that corresponds to the underlying structure of the design problem has been a goal of notable design researchers such as Herbert Simon [1969], Christopher Alexander [1964], and many others [Eppinger et al. 1989]. Naturally, the engineering design field has also adopted a structural approach as this philosophy lends itself to the quantitative techniques that are the currency of the scientific and engineering communities. It follows that a broad look at the engineering design literature reveals that most work is going on in areas for which powerful representational or computational schemes are available. The research is certainly diverse in scope and scale but is tied together by a common reliance on quantitative methods. Research often focuses on macro scale aspects of the product development process or on specialized techniques applicable in specific situations. This tends to result in the development of tools and methodologies that are most applicable to designs at a more advanced stage of maturity when it is much easier to assign numerical models to parameters of interest. Some research areas of particular significance, all of which have a mathematical basis, are parametric optimization, Design Structure Matrices, Computer-aided design, and Robust Design [Krishnan and Ulrich 1998]. All these methods depend on a well-structured analytical representation of either the design itself or the design process that can then be somehow manipulated by the designer until desired product or process characteristics are achieved in the model. 3.1.3 MANAGING DESIGN RELATED INFORMATION Concepts from information theory have also had a significant impact on the product development field just as they have influenced many other high-technology areas and, as previously discussed, the study of cognitive science. In a sense product development can actually be seen as a complex information-processing activity involving hundreds or even thousands of decisions [Clark and Fujimoto 1991]. Some parts of the process are information sources, others are sinks, and most are both. Information flows through the network of a given product development process from node to node. Such a network can be envisioned on many different scales, from the information dependencies pertaining to the physical interrelationships of 40 mechanical parts in a product to the information flow between different parts of a large team working together on the design itself. So, nodes in the process might represent a single dimension of a particular piece part, an entire part, or even a sophisticated task that is part of a much larger process. In this way product development tasks and decisions form a complex network of information-based interdependencies [Krishnan and Ulrich 1998]. Naturally, the complexity and interrelatedness of the product development process leads to a few key fundamental issues. First of all, the existence of many levels of interdependencies indicates that the product design and development process is inherently iterative [Eppinger 1999]. So overall there is a challenge to optimally organize projects in terms of work and information flow to minimize costly iteration. Also, since the product development process can be envisioned as a web of information dependencies, then it stands to reason that large-scale projects may be advantageously decomposed into many smaller projects that are easier for designers to handle. Coping with such considerations necessitates the development of models of specific design activities and also of the product design process itself. Modeling can help answer questions such as how information necessary for the product development process can be gathered and manipulated efficiently into the best, or "optimum" design; how the design process can be broken down into smaller, easier to handle sub-problems; and, how these problems can be solved more efficiently, more quickly, and in a way that leads to a superior overall solution to the design problem. Before discussing a few specific modeling and analysis techniques that are significant to this thesis, an important point must be mentioned. By their very nature models employed in product development research are at best coarse approximations of the phenomena under study, especially when considered in contrast to those used in the physical sciences where the language of mathematics seems to map in a remarkably consistent way to the physical world [Krishnan and Ulrich 1998]. While models are useful reflections of the design process, and many have in fact proved useful in practice, they are unlikely to be representative of the fundamental nature of the design process or reflect any basic laws governing such an activity. 3.2 MODELING AND VISUALIZING THE DESIGN PROCESS 3.2.1 CONCEPT DEVELOPMENT The most fundamental stage of the product design process is the concept development phase. At this point there are a few basic decisions to be made concerning the intended functionality of the product and the most appropriate embodiment, physical or otherwise. 41 Important questions are, what will be the product concept (i.e. what should it do)? What is the product architecture (i.e. how should it do it)? What are the target values of product attributes? What variants of the product will be offered? And, finally, what is the overall physical form and industrial design of the product [Krishnan and Ulrich 1998]? As has been mentioned earlier, this early stage of the development process actually has a very significant impact on the overall outcome of the effort. Poor design can slow the rate of production ramp up and increase the lifetime expense of a product through elevated repair costs or other such functional inefficiencies [Krishnan and Ulrich 1998]. 3.2.2 PARAMETER DESIGN Once the basic concept of a product has been determined, and an overall product architecture decided upon, many of the following steps in the design process involve parameter design activities. Essentially this method involves modeling a product, or parts thereof, as a simple system with inputs, often called "design parameters" or "control factors," controllable by the designer and outputs, or "response," that can be measured. The goal of the parameter design phase is to specify values of design parameters in order to satisfy or optimize certain desired performance characteristics of the product. Such performance characteristics are typically described as the response of a system in this scheme. The goal of the parameter design process is to adjust the design parameters until the response characteristics of the product or system reaches an intended value, represented by the system's "signal factor." Fundamentally, the idea of parameter design is a subset of Genichi Taguchi's Robust Design methods. Taguchi developed these tools to increase the efficiency of the product design and development process by helping designers create products that are less sensitive to sources of variation. More complex and complete versions of the parameter design process, such as that presented in Phadke [1989], also incorporate "noise factors," which are statistically described parameters that the designer cannot control explicitly but that do affect the response of a product. An example of a noise factor might be variance in the strength of steel being used for the manufacture of a bolt. Because the designer may not be able to directly control this variance she may wish to account for its effect on the system by modeling it as a noise factor input. Figure 3.3 diagrams a generalized parameter design scheme. The main point I wish to make by discussing parameter design, and the one that is most significant in terms of understanding this thesis, is that a product can be modeled as a system of inputs and outputs, provided that both can be quantified in a meaningful way. This process is typically performed after the product concept and its basic architecture have been clearly 42 established and when the creation of more rigorous models is possible using CAD systems, mathematical techniques, or even physical prototypes that can used for experiments [Krishnan and Ulrich 1998]. Intended Output Parameter Value (Signal Factor) Controllable Input Parameter (Control Factor) Product or System Measurable Output Parameter (Response) Uncont rollable Input P arameter (No ise Factor) FIGURE 3.3 - The generalized parameter design process. A great deal of the literature takes for granted the ability to set values for product parameters at will and essentially assumes that arbitrary combinations of design parameter and response specifications are possible. Unfortunately, this is not necessarily the case [Krishnan and Ulrich 1998]. For instance, while it may be possible to achieve any combination of color and viscosity in paint, such flexibility would most certainly not be feasible for combinations of the strength and weight of an airplane's wing or the gas mileage and power of an automobile engine. In most complex designs a sophisticated and highly interrelated mapping exists between the design parameters and system response, and the adjustment of a single design parameter leads to changes in many of the system's response variables. Obviously such interdependencies are an important issue. How then are the many subtle interrelations between various aspects of a product captured so that they can be modeled, understood, and manipulated? 3.2.3 THE DESIGN STRUCTURE MATRIX One valuable tool is the Design Structure Matrix (DSM), first suggested by Steward [1981]. The DSM is a matrix-based representation that is typically used to visualize information 43 dependencies in the product development process, most often those between specific design tasks. In this model, tasks and their information interrelationships are basically modeled as a matrix of coefficients, with tasks listed once across the top of the matrix as column headings and once down the side of the matrix as row headings. A design project with n tasks would be represented by a n x n design structure matrix. If task i provides information to task j, then the ai matrix element is non-zero. The diagonal elements of a DSM are always non-zero because tasks always depend on themselves for information. Nonzero elements above the diagonal of the matrix indicate information that is being fed back from tasks occurring later in the process to earlier tasks, while non-zero elements below the diagonal indicate information dependencies of later tasks on previously completed ones. An example of a DSM for a design process with four tasks, labeled A through D, is shown in Figure 3.4. A A x B x B C C x x x D x x D x x FIGURE 3.4 - An example of a Design Structure Matrix representation. In a product design context the DSM was originally intended to identify dependencies between tasks to assist with the generation of an optimum development process sequence. In this case, information flows in the matrix were examined and used to characterize tasks as "serial," "parallel," or "coupled," based on their information dependencies on other tasks. Serial tasks rely solely on "upstream" information from previously completed tasks, parallel tasks require no information exchange, and coupled tasks are dependent on one another for information, as shown in Figures 3.5 and 3.6. The identification of interdependent coupled tasks is important because such information interdependencies can significantly impact the design process. Parallel tasks can usually be performed concurrently, and serial tasks in sequence, so that they contribute little to the overall system-level complexity of the design process. However, coupled tasks in particular are 44 challenging for designers to cope with due to the complexity of information exchange involved and because they indicate the occurrence of iteration. Iterations and coupling are not only difficult for the designer to manage but also increase the time that the design process requires and can add significantly to its overall expense. Parallel Serial Coupled A A A FIGURE 3.5 - Types of information dependencies. A Tasks B C A x XX-X B x xx C x x D _x x D Coupled block x Information dependency FIGURE 3.6 - DSM showing fully coupled 2 x 2 task block. Algorithms and techniques have been developed to decompose, or "tear," the elements of the DSM and reorganize them so that the effects of the coupled tasks or design parameters are minimized. In this case, the key is to optimize information flow in the design process so that better results are achieved in a shorter time. Generally, this means rearranging the DSM so that it is as close to lower triangular in structure as possible, thus minimizing the number of fully coupled blocks in the system. Because poor problem decomposition can lead to a sub-optimal 45 solution to the design problem, however, great care must be taken with this process and all variable coupling must be thoroughly considered [Rodgers 1994]. This topic is discussed in more detail in a DSM related context in Section 3.3.3 of this thesis. An important consideration, though, is that iteration has been shown to increase the quality of a design if properly executed [Eppinger et al. 1994]. The DSM representation facilitates this by allowing the designer to model trade-offs between reducing the time required for the product development effort, through reducing iteration and reordering the process, and increasing quality by building in strategic iterations. It also permits optimizing the task structure of the design process so that it better reflects the structure of the product development team or organization. Design Structure Matrices are very flexible representational tools. For instance, elements within the matrix can convey information about the process beyond just the existence of simple information dependencies, such as the probability of completing a task at any given time or a task's sensitivity to downstream changes in the design. The DSM structure is also not restricted to modeling just the design process. It can be used to represent a parameter design problem, much like the basic parameter design scheme discussed earlier, or even the organizational structure of a product development entity. Design structure matrices have also been used to estimate product development cycle time using discrete Markov models of design tasks and their information dependencies [Carrascosa et al. 1998]. In this case, each development activity is modeled as an information processing activity with its estimated time to completion represented by a probability density function. If the task in question is serial or coupled its completion time is also dependent on the completion of other tasks upon which it relies for information and which are also described by probability of density functions. Other researchers have focused on minimizing the "quality loss" of a design due to constraints that upstream decisions in the design process place on downstream flexibility [Krishnan et al. 1991]. This topic is discussed later on in Section 3.3.3 of this thesis. Both of these models provide a much richer understanding of how coupling affects cycle time and overall product quality than just a basic DSM representation and show what a flexible and useful modeling structure it can be. 3.2.4 COUPLING Although coupling may at first seem rather straightforward, it is in fact a complex, nuanced topic of critical importance to the design process. Iteration is a key driver of product development cycle time and cost, and tight coupling of any kind increases the likelihood of 46 iteration and can make it far more difficult to converge on a satisfactory design [Eppinger 1994]. This is true regardless of whether the coupling occurs between the design parameters of a product or as an information dependency between designers or divisions of a company working together on a design project. In its most basic form coupling is a situation that arises when a change in one design variable (an input parameter to the design "system") leads to a change in more than one attribute of the system's output (response) that is being measured. In the context of Axiomatic Design, a theoretical framework in which coupling is explicitly addressed, design problem output variables are given the name Functional Requirements (FR's) as they represent measured system states that the designer desires to adjust to some specified level. The system inputs, that the designer can manipulate to adjust the Functional Requirements, are called Design Parameters (DP's). In the Axiomatic Design scheme, design parameters can be "uncoupled," "decoupled," or "fully coupled" [Suh 1990]. This framework can be readily visualized using a linear system mapping, with the inputs, x , mapped to the outputs, y , using a matrix of coefficients, A , as presented below in Figure 3.7. Coefficients ay of the design system matrix, A ,represent the degree and type of coupling between input and output variables. all 0 a22 all 0 a 21 a1 a 21 FIGURE 3.7 - F1 1 a 22 1! (diagonal matrix) 2 (triangular matrix) Yl 2 _ 1 a 12 a 22 2 2 _ 1 _ X 2 ]. _ Uncoupled Decoupled Y 1l Fully 2_ Coupled (full matrix) Uncoupled, decoupled, and fully coupled systems. 47 Uncoupled Design Parameters (DP's) are fully independent and their relationship to the system response can be described by a diagonal coefficient matrix, whereas decoupled DP's are characterized by a triangular input-output scheme. At least one DP affects two Functional Requirements (FR's) in a Decoupled design, so the order in which adjustments to the DP's occur is important. In a fully coupled system each input parameter affects all output variables. Coupled systems encountered during the design process are more difficult for the designer to handle than uncoupled or decoupled equivalents because of the more complex mapping of inputs to outputs. Additionally, coupled tasks complicate the overall product development process due to the increased complexity and interdependency of the information exchange that their presence indicates [Carrascosa et al. 1998]. The implications of highly coupled designs or processes are often higher costs and longer development cycles due to iteration and rework. Some have suggested that coupling is to be avoided at all costs [Suh 1990]. Although coupling can make things more difficult, it is simply not feasible to reduce every design, process, or organization to an uncoupled equivalent. Moreover, it is not clear that this is possible or even preferable. For instance, key components of a product are more likely to be specially designed, rather than selected from available stock, if the requirements they serve are fundamental to a product's functionality or arise in a complex way from most or all of its elements [Krishnan and Ulrich 1998]. These components, for the same reasons, are often likely to have tightly coupled design parameters. In addition, Frey et al. [2000] have shown that even if it is possible to find an uncoupled set of Design Parameters and Functional Requirements for a design the resulting outcome may under certain circumstances actually be inferior to that which can be achieved with a fully coupled model. 3.3 THE HUMAN FACTOR Human cognitive capacity is clearly an important factor in problem solving, and design is nothing if not a "problem solving" activity. However, little concrete, quantitative research has been done by the product development community on how human cognition might impact the design process or the success thereof. Most engineering-related studies of the significance of human cognitive parameters are actually found in human factors and ergonomics literature [Ehret et al. 1998]. A major focus in these fields is on discovering how best to present information regarding the state of a complex system to a human supervisor that is monitoring and controlling it. For example, a great deal of human factors research goes into developing effective displays and controls for aircraft cockpits. 48 In this case the environment is complex and fast-paced and requires pilots to rapidly gather and synthesize large amounts of information in order to make critical decisions. Because the modem aircraft flight deck is becoming increasingly complicated and mode rich, pilots are now presented with information of many different types in multiple formats, making it increasingly hard to track and prioritize appropriately. An example of the importance of human factors is the fact that pilot error is the most commonly cited cause of aircraft crashes, accounting for up to 70% of fatal accidents. A major contributor to accidents of this type is believed to be a disconnect between the pilots' mental model of what is happening in the cockpit and the actual status of the aircraft, which is often called a loss of situational awareness or "mode confusion." This reflects a lack of understanding of the system's internal architecture and the increasing difficulty of dealing effectively with the complexity of the modem aircraft cockpit. The problem is exacerbated by a lack of humanoriented interface design [Butler et al. 1998]. So it has become increasingly important to understand exactly how the manner in which pilots gather and process information interacts with the control and avionics layout in the cockpit to cause such errors [Butler et al. 1998]. Although the aircraft industry is a high-profile instance of the importance of designing systems that take human limitations into account, it is certainly not the only prominent example that could be taken from the design field. Unfortunately, most product design and development literature approaches this subject rather obliquely. This oversight is particularly regrettable because it would seem that the design process is exactly the period during which these limitations could be considered to best advantage so that they might be designed around in the most efficient and least costly manner. A natural extension of this idea is that if the functionality of designs can benefit so much from improved human factors engineering, then why couldn't the design process itself benefit from such a consideration? 3.3.1 COGNITION AND THE DESIGN PROCESS There is certainly some measure of discussion about the impact of human cognitive limitations on the design process in product development literature. Most who study design do so under the assumption that organizations, and designers themselves, approach product development in rational and structured or semi-structured manner. This goes hand in hand with a belief in the bounded rationality of individuals and teams, as suggested by Simon [1957], and the importance of individual behavior to the outcome of the design process [Krishnan and Ulrich 1998]. This is indicative of an implicit belief on the part of researchers that the design process 49 should be viewed as a set of decisions based on preferences of the designer, with the designer seeking to maximize his utility. Some research has carried this "economic" argument even further. For instance, a group of designers making decisions through consensus can reach inefficient outcomes, even if they all have transitive preferences, if their preferences are ordered differently. Thus groups of rational individuals can exhibit intransitive, irrational preferences even if the individuals have transitive preferences. This suggests that an explicit group consensus of utility must be reached if the design is to be optimal [Hazelrigg 1997]. It is also generally accepted that coupled design parameters lead to increased design complexity and contribute substantially to the difficulty of a given design problem. This topic is most clearly addressed by the theory of Axiomatic Design [Suh 1990]. In a similar vein, the Design Structure Matrix is also a nod towards human limitations. Techniques such as reordering tasks to reduce iteration and coupled information dependencies, or decomposing a large design problem into smaller, more manageable sub-problems, are consistent with the idea of reducing the cognitive load on the designer during the design process. Occasionally product design researchers approach the subject of human cognitive capabilities and their interaction with the design process in a more explicit manner. However, many who do discuss the interaction of human cognition in this context and development tend not to ground their research with cognitive science theory and frequently coin their own terms for various phenomena, making dialogue with the cognitive science field difficult at best. Moreover, the focus of such research is often on the conceptual parts of the design process. The temptation in this case, particularly for those not well versed in cognitive science and its experimental methods, is to philosophize (see, for instance, [Madanshetty 1995]) rather than trying to gather some facts in a quantitative manner. Some product design researchers hit closer to the mark. For instance Condoor et al. [1992] identify the significance of the short-term memory bottleneck, suggest the importance of the interplay between short- and long-term memory, and hint at the importance of expertise in developing a concept, or "kernel idea," to the overall success of the project. Chandrasekaran [1989] implicates the search space/problem space paradigm, frequently noted by cognitive science researchers including Newell and Simon [1972], as significant for the design process. However, a few researchers studying design have taken a closer look at the human cognitive elements of the design process and observed some particularly interesting results. What sets these efforts apart is that they all involve some sort of experiment that allows the capture of rich data on the interaction between cognition and design. 50 3.3.2 PROBLEM SIZE AND COMPLEXITY Based on the fundamental capacity limitations of short-term and working memory it would appear that problem size and complexity should be critical factors in the overall difficulty of design problems. Indeed, support for this conjecture is offered by research conducted in a design-related context. In a 1994 experiment, Robinson and Swink presented human subjects with a distribution network design problem which involved defining the number, location, and market area of distribution facilities for a hypothetical firm in order to maximize efficiency and minimize costs. Their study was designed to elicit how human problem solving performance was related to the problem characteristics of typical Operations Research design problems. The design problem was presented to human subjects participating in the experiment as an interactive computer model of a distribution system for which a set of free variables could be manipulated by subjects to determine an optimal solution. A number of problems of varying size (i.e. number of distribution facilities, etc.) and combinatorial complexity (i.e. number of possible network configurations) were presented to subjects over the course of the experiment. The metric used to judge the success of a subject's efforts was the proximity of their solution to the true optimal solution of the particular network design problem. The study uncovered two main findings. First, the size of the design problem appeared to be the dominant factor in the difficulty it posed to the human subjects. Second, an increase in the combinatorial complexity of the problem also adversely affected the ability of subjects to find a solution. However, particularly in the case of complex problems, what was influenced by these problem characteristics was not the quality of the solution but the amount of time needed for subjects to find a solution as measured by the number of iterations required. The researchers also concluded that the education, experience, and spatial reasoning abilities of the experimental subjects were significant to their performance on the design problem [Robinson and Swink 1994]. 3.3.3 NOVICE AND EXPERT DESIGNERS Another good example of research that emphasizes the importance of human cognitive factors to the design process is a study conducted at Delft University of Technology by Christiaans and Dorst [1992]. The aim of their experiment was to produce a cognitive model of the design process, which they viewed as a cognitive information-processing task, paying special attention to the importance of domain-specific knowledge and the relationship between this prior knowledge and the quality of the resulting design. 51 The Christiaans and Dorst study consisted of presenting a complex design problem, for a railway carriage "litter disposal system," to ten novice and ten experienced industrial design engineering students at the Delft University of Technology. Experienced students were in the final-year of their studies students while the novices were in the second year. The specific design problem was chosen because it was relatively sophisticated and involved integrating information from a number of disciplines (engineering, manufacturing, industrial design, etc.) in order to synthesize a solution. All supplemental information the students might need during the design process (such as dimensional and functional requirements, information on available materials and processes, and so on) was printed on small cards, and the appropriate card was given to the student upon request. The experiment was videotaped and the students were requested to "think aloud" and offer a verbose running commentary as they grappled with the problem and created sketches of possible designs. This type of verbal interaction is commonplace in cognitive science research and is called a "verbal protocol." Subjects were allotted 2.5 hours to come up with a solution to the design problem. The Christiaans and Dorst study elicited some interesting results. First of all, the researchers suggested that based on the results the cognitive model likely used by the students for solving design problems bears much resemblance to models described for problem solving in other problem domains as suggested by cognitive science theory and research. Based on analysis of the videotaped sessions, similarities were discovered between the student's methods and the information processing problem solving paradigm set forth in Simon [1978] and also discussed earlier in this thesis in Section 2.3.3 [Christiaans and Dorst 1992]. Christiaans and Dorst also verified the importance of knowledge and expertise in engineering design problem solving by evaluating the differences in task-related performance between novice and expert designers. For the purposes of the experiment the researchers characterized expertise as the ability to recognize that a problem is of a certain type and will yield to certain solution methods. Of central importance to this assertion is that a suitably organized cognitive structure plays a crucial role in the quality of the problem solving process. In the case of experts a highly developed experienced-based framework allows the problem solver to categorize the problem, identify potentially useful knowledge, and plan a sequence of actions or operations that leads to a solution. Prototypes for this process emerge with increased domainrelated expertise [Christiaans and Dorst 1992]. This result strongly echoes findings from cognitive science research, which also indicate that the extent of knowledge and experience has major relevance on problem solving abilities [Kovotsky and Simon 1990]. 52 Building on the idea of expertise, Christiaans and Dorst also found important differences between the problem solution approaches taken by novice and expert designers. During the experiments novices tended to employ what Christiaans and Dorst dubbed a "working backwards" method of problem solving. Novices typically suggested problem approaches or solutions soon after being presented with the design problem, often failed to generate necessary inferences or generated faulty inferences from the data available, and frequently employed "sparse problem prototypes" (in other words over-simplified mental models of the problem) organized by superficial features [Christiaans and Dorst 1992]. According to the researchers, other behaviors that characterized a novice designer's problem solving approach were: e Ignoring many complications and subtleties in the problem. * Not asking many questions about the problem, instead generating much of the needed information themselves. 9 Abstraction of problem was done at the student's own level of competence. Many novices did not recognize that they were lacking data or had erroneously generated information. e A lack of systems thinking. Novices tended to break problem into more sub-problems rather than focusing on an integrated solution. * Novices in general treated the design problem at a simpler level than did experts. In stark contrast, experts participating in the Christiaans and Dorst experiment tended to use a "working forwards" approach. They often employed qualitative analysis techniques first, which lead to the generation of useful inferences and knowledge based on an overall view of the design problem. Commonly called a "knowledge development strategy," this technique leads to enriched problem representation, the use of domain-based inferences to guide the retrieval of problem-solving information and techniques, and also aids with structuring and modeling the problem in a useful manner [Christiaans and Dorst 1992]. Significantly, experts tended not to decompose problems as the novices did, but sought more integrated solutions. As Christiaans and Dorst noted, "one of the most striking results, when analyzing the protocols of [more experienced] designers, is that the subjects do not split up the problem into independent subproblems, but try to solve it as a whole." Expert designers also asked for additional information about the design problem more often than novices did and synthesized it in such a way that it was useful for structuring and solving the problem. From their research, Christiaans and Dorst were able to draw a number of important conclusions about the effect of human cognition and expertise on the design process. In the case 53 of novice designers, trying to see one sub-problem as independent from the rest of the design problem often resulted in an unmanageable amount of restrictions for the rest of the design, or else an unwanted bias in the solution [Christiaans and Dorst 1992]. For instance, novices might fix one major set of part dimensions early in the design exercise. When this turned out to make the design of another part more difficult, or otherwise sub-optimal, instead of changing the dimensions of the first part they would attempt to design around the problem by altering whatever subsystem they were currently working on. Interestingly, a similar phenomenon has also been described at the organizational level by Krishnan et al. [1 997a] in a Design Structure Matrix context involving sequential decision making. In this case, decisions taken early on in the product development process can lead to sub-optimality in the design because they place preconditions on sequential downstream decisions by freezing certain parameters or information. Naturally, coupling reduces the effects of this problem by allowing iteration, but it also causes the design process to take longer to converge to a solution and increases the overall cost of the process. So, even if a process is entirely decoupled there may still be inefficiencies or poor end results due to the fixing of design parameters. Krishnan et al. have suggested a method for measuring the quality loss due to these rigidities imposed on the design by upstream decisions so that increased coupling and iteration might be traded off against the benefits of a sequential design decision process, such as low complexity, shorter process cycle time, and lower cost. Christiaans and Dorst's research highlighted the importance of experience and knowledge (an individuals accumulated skills, experiences, beliefs, and memories) to the design process. They have shown that domain-specific knowledge, specialize understanding of a specific endeavor or field of study, enables the designer to more effectively structure a problem and synthesize pertinent information to create a superior solution strategy. This finding is consistent with work on knowledge-based problem solving in the cognitive science field, which also supports the view that expert problem solving depends primarily on having appropriate domainspecific knowledge and experience rather than any unusual intellectual abilities [Anderson 1987]. 3.3.4 DESIGN AND DYNAMIC SYSTEMS A further example of how human cognition might impact the design process is provided by investigations of the temporal aspects of human information processing. In an interesting study conducted by Goodman and Spence [1978], it was found that system response time (SRT) appears to have a strong effect on the time required to complete a design task. In their experiment Goodman and Spence had human subjects undertake a computer based graphical 54 problem solving exercise that involved adjusting input parameters to cause a curve to fall within certain regions of a graph displayed on a computer screen. In essence this was a numerical optimization and constraint satisfaction exercise. The researchers repeated the experiments with various time delays (0.16, 0.72, and 3 seconds, approximately) between the user's adjustment of the input controls and the updating of the computer monitor to display the system's response to the new inputs. Goodman and Spence discovered that a time delay between the input and system response caused difficulty for the human subjects as indicated by a disproportionate increase in the overall time required for them to find a solution. As the delay became longer Goodman and Spence found that completion time for the design problem increased linearly over the limited delay times tested [Goodman and Spence 1978]. This finding agrees with the general understanding of the difficulties imposed by time delays and other dynamic effects as suggested by Drner, for instance, and discussed in Section 2.3.4. 3.3.5 CAD AND OTHER EXTERNAL TOOLS The importance of considering and mediating the effects of human cognitive limitations on the design process is also supported by the existence of Computer Aided Design software and other such computer based design task support tools. One reason that the product development process is so complex is because of need to satisfy multiple interrelated design constraints. Juggling these interactions leads to cognitive complexity for the engineer because of the large amounts of information that must be synthesized. This complexity also makes it difficult to ensure that all important factors of the problem are being considered, or that significant interactions being modeled appropriately [Robertson et al. 1991]. Even seemingly simple tasks, such as creating part geometry, can become mentally burdensome due to multiple interacting design parameters. This cognitive overload is in part due to a limited short-term memory span that prevents the designer from developing a complete mental model of the design problem. Dependence on finite mental resources in turn leads to a reliance on iteration and sequential techniques and reinforces the satisficing nature of the design process by making it difficult to integrate all the information required to solve a design problem. Basic CAD systems, like AutoCAD, SolidWorks, or ProEngineer, help the designer surmount such mental limitations by serving as an extension of the working memory. This external memory, or "sketch pad," stretches the capacity of the short-term and working memory functions of the designer, facilitating the evaluation of complex problems with many interrelated variables [Lindsay and Norman 1977]. Although searching and processing externally stored 55 information can be more difficult than manipulating it in the short-term memory or retrieving it from the long-term memory, shortcomings in this respect are made up for by the scalability of external support to extremely complex design situations. It has been pointed out that a major objective of CAD systems should be to minimize the cognitive complexity posed by engineering design tasks [Robertson et al. 1991]. Although CAD software at its most basic is still quite useful, it is clearly capable of much more than just extending the span of short- and long-term memory by serving as a drawing tool or sketchpad for the designer. As a result there is now much emphasis on designing CAD systems that offer even more sophisticated support to the designer. For instance, the information retrieval and synthesis parts of the design process can put heavy loads on the designer's working memory. But, this demand on cognitive resources might be relieved in a number of ways. For instance, a CAD system would facilitate decomposing a task into smaller, more manageable sub-problems that could be approached separately. Also, design related information could be automatically selected and managed in such a way that the designer receives relevant data on an as-needed basis in a format that facilitates comprehension and absorption. In other words, information might be appropriately "pre-chunked" by the CAD system before being fed to the designer [Waern 1989]. Another option is to capture knowledge from experienced designers and use it to develop heuristics and interfaces that facilitate the work of designers with less problem-related expertise. One obvious example of this is the possibility of using of expert knowledge to improve the effectiveness a search among various design alternatives [Waern 1989]. To some extent such isues are being addressed by the DOME (Distributed Object-based Modeling and Evaluation) system being developed at MIT, which models a design in terms of its interacting objects (modules) each representing a specific aspect of the overall design problem in a quantitative manner. This CAD framework is an integrated design environment that allows interrelated decisions to be made such that they satisfy competing design objectives. By its very nature DOME assumes that decomposition of the design task into sub-problems is possible, allowing different parts of the problem solution to be supervised by those with requisite abilities. The overall design problem is then re-aggregated by the DOME system so that large design tasks can be modeled as system of interrelated sub-problems [Pahng et al. 1998]. One difficulty with this approach, however, is that there is seldom a natural objective function that allows trade-off between multiple criteria along various different dimensions. For example, how much additional material cost might another unit of strength be worth? While some limits are hard and easily quantifiable, such as a minimum acceptable yield strength for a 56 particular part, others are "soft," like the aesthetic appeal of a design [Robertson et al. 1991]. The lack of a normative design criteria evaluation framework may lead to difficulty in developing meaningful objective functions and creates the potential of developing "satisficing" rather than optimal design problem solutions [Simon 1969]. Moreover, as Whitney [1990] has aptly noted, very few real design problems are actually suitable for numerical optimization. The fact that DOME relies on making quantitative trade-off analyses among the design parameters also implies that the problem decomposition must be optimal for the solution to also be truly optimal. As Pahng et al. [1998] have noted, the distribution of design knowledge, tasks, modules, and the design team itself may impose limitations on the structure or scale of models and how the design problem is divided into more tractable sub-tasks. As many have noted, suboptimal problem decomposition can undermine many of the positive benefits of such optimization based techniques [Krishnan et al. 1997a, Rodgers 1994]. This was discussed in a DSM related context in Sections 3.2.3 and 3.3.3. Distributed design systems are thus at increased risk of finding design optima that are in fact optimal solutions to sub-optimally decomposed design problems rather than the true optima. Several studies have highlighted the importance of external tools to the design process, and their role in minimizing the cognitive stresses imposed on the designer. In a study of the effect of computer-based decision aids on the problem solving process, Mackay et al. presented a resource allocation problem to a number of human test subjects. One group of subjects had the benefit of a computer tool to model the problem while the other group not. The researchers found that a computer-based decision making support tool caused the experimental subjects, both task experts and novices, to explore many more alternative solutions in a more sophisticated manner than those without the benefit of the tool [Macky et al. 1992]. Also, although subjects using the tool did not solve the problem exercise any faster, their solutions were often superior to those developed by unaided subjects. These differences in solution strategy were quite similar to the general differences between novice and expert design problem-solving strategies uncovered by the Christiaans and Dorst experiment discussed in Section 3.3.3. CAD support systems still face problems, among them a slow learning curve and complex interfaces that are frequently counterintuitive and difficult to negotiate. However, they are obviously an excellent tool for circumventing some of the limitations imposed on designers by their natural cognitive parameters. The fact that CAD is so clearly a tool to circumvent such limitations also supports the contention that human cognitive parameters interact with and affect the design process in many complex ways and are in need of more careful and thorough characterization. 57 4 TOWARDS AN ANTHROPOCENTRIC APPROACH TO DESIGN As discussed in the preceding chapters, the way designers approach a design problem must be related not only to the structure of the problem itself, but also to the structure and parameters of their own minds. Studies of the impact of human cognitive and attention limits on task performance has found them be significant in many diverse endeavors besides design and engineering, including finance and economics [Chi and Fan 1997], human factors engineering [Boy 1998], Al and expert systems [Enkawa and Salvendy 1989], management decision making [Mackay et al. 1992], and operations research [Robinson and Swink 1994]. Because of the effectively infinite capacity of the long-term memory most cognition related performance deficiencies must by default be attributed to the limited resources of the short-term memory, with its capacity limitations and temporal volatility, and the attendant information-processing restrictions on the working memory. Although humans are resourceful problem solvers, in the end usually able to discover ingenious ways to extend the boundaries of their abilities through learning and experience, it is the same set of information processing limitations that conspires to make the learning task itself such a challenge. It is indeed amazing that a few limits could express themselves so consistently across so many different tasks, from the most complex cognitive activities like chess and advanced mathematics to mundane probe tasks, such as tests of verbal memory span, confined entirely to the psychologist's laboratory. However, the available evidence suggests nothing less [Simon 1969]. Given the importance of cognitive parameters as shown by the studies I've just discussed, it is clear that the development of more effective design tools and methodologies will require a better description of the design process in terms of human cognitive and information processing models. Human information processing abilities play a fundamental role in design activities and a better understanding of how they impact the end results of the design process will have significant implications for its outcome. It is my contention that the cognitive science and design fields have a great deal to offer one another. However, the product design and development profession has been particularly slow to adopt a more anthropocentric approach to the design process and is forgoing the advantages that a more thorough consideration of the designer's fundamental cognitive capabilities might confer. I am not implying that this is the key to revolutionizing the design process, merely that the designer is in principal worthy of consideration and that the results of such an investigation should have significant implications for the practice of design. Moreover, based on evidence I have already discussed, the designer is being faced with design problems that are increasingly 58 complex, forcing more reliance on sophisticated support tools to circumvent human information processing limitations. For this reason one key to developing the next generation of design support tools is likely to be a better understanding of the interaction between the designer and the design process. To some degree the general lack of interest in human cognitive factors on the part of the product design community may have been caused by the perceived softness of much cognitive science research and the difficulty inherent in transferring this type of knowledge in a meaningful way to a more quantitative discipline such as engineering design. To begin correcting this situation what is needed is an experiment that helps bridge the gap between these two fields. It should be inspired and informed by cognitive science theories, but also quantitatively rigorous and based somehow on the product development process so its "language" is that of engineering design. The remainder of this thesis concerns such an experiment. 59 5 A DESIGN PROCESS SURROGATE With this chapter begins a description of the research project that forms the core of this thesis: an investigation of the interaction between the design process and the cognitive and information processing parameters that characterize the designer using a computer based design task surrogate. The task surrogate created for use in the experiments conducted for this thesis is a computer program that simulates the design process using a parameter design task, similar to that described previously in Sections 3.2.2 to 3.2.4. This chapter discusses the development of the surrogate and is divided into four sections. Section 1 presents the motivation for an investigation of the design process using such a technique, both in terms of practical reasons and also precedents set forth in other research projects. In Section 2, I outline the development of the software platform, describe the specific model used as the design task by the program, and discuss the preliminary set of experiments carried out as a "proof-of-concept" test. The experimental procedure used to gather data with the design task surrogate program, and with the cooperation of human subjects, is also outlined in this section. Results from the preliminary study, and their implications are presented in Section 3. Section 4 details how the design process model and software platform were refined based on what was learned from the preliminary results. This section concludes with a description of the primary set of experiments carried out with the refined model. Results from these primary experiments serve as the empirical basis for this research and are discussed in detail in Chapter 6. 5.1 THE MOTIVATION FOR A SURROGATE The need for an alternative to the actual product design process has been an important motivating factor for many design researchers. Although the most thorough and meaningful way to study the design process is most certainly by examining the process itself, the expense and time required for learning in such a way is prohibitive. To facilitate research on the interaction between human cognitive limitations and design what is needed is a surrogate for the design process, something that captures enough essential features of the task to be a realistic model useful for experimental purposes but that avoids the resource commitment, time requirements, and other drawbacks of the actual design process. Moreover, a simulation of this kind would also allow the experiment to be designed in such a way that it is readily quantifiable and thus more easily controlled and characterized. 60 In complex experiments the environment often becomes a problem. Many research efforts directed at the study of human cognition are thwarted by the difficulty of accurately tracking information flow during the experimental procedure. A complicated or highly dynamic environment can obscure relevant inputs, outputs, or other significant aspects of the probe task, for instance. Unintended inputs or outputs can also leak into the experimental results from the environment. This can lead to the variables of interest being obscured by noise inherent in the experimental environment, or erroneous conclusions being drawn from experiments that have unintended factors, of which the researcher is unaware, that outweigh the variables of interest [Ehret 1998]. Additionally, experiments that rely on observation of the design process and require interaction between an observer and the designer, while frequently producing valuable and insightful results, often suffer from "uncertainty principle" effects. The presence of an observer causes the subject to act and think differently the he ordinarily would, and the environment, if not carefully regulated, is so different from that of an actual design task that the inferences that can be drawn are necessarily vague. One way of lessening such adverse effects is studying the design process through a "scaled world." In this scenario, a scaled-down version of the actual design task is employed as an experimental platform, allowing the researcher to more readily explore the phenomenon of interest by stripping away non-essential aspects of the task and environment [Ehret 1998]. Of course, this requires that the experimenter have a clear understanding of the process he is exploring as well as its original environment. Careful decisions must be made about which variables to include and which to exclude, and the modeling process, experimental procedure, and environment all require much thought. A potential problem with this type of approach, that is also a central concern to behavioral and cognitive science research and is probably significant to much applied research in other fields, is that experimental control must be balanced with generalizability [Ehret 1998]. Studies that explore complicated tasks and environments must attempt to sort important information from trivia. Moreover, experiments of this type may be permeated by unknown and unaccounted for factors from the environment, which makes drawing clear, logical results from the data somewhat difficult. If a simulation or surrogate task is used in place of a more complex activity, care must be taken that the model is robust and not oversimplified. Oversimplification in particular can lead to results that, while interesting and perhaps important in specific circumstances, lack general significance with respect to the original activity. 61 5.1.1 AN IDEAL SURROGATE TASK In order to help make appropriate choices about what to include and what to exclude in the surrogate model some good general characteristics of such a task can be identified. First of all, the model should have a clear, logical relation to the activity or process being studied, and should be simple but not oversimplified. Second, all significant inputs and outputs should be included, easily measurable, and not confounded by unwanted effects or interactions. The model itself should have readily measurable characteristics, and changes in these characteristics should be traceable to changes in the inputs, outputs, or inherent structure of the system. In addition, the task model should also be configurable so that it can be tuned to exhibit exactly the desired characteristics. The problem space of the simulation should also be well defined and finite to reduce ambiguity. Finally, the surrogate task should avoid incorporating any aspects of the original process or phenomenon that make it difficult, costly, or otherwise troublesome to study in its natural state [Ehret 1998]. 5.2 DEVELOPING THE DESIGN TASK SURROGATE The primary goal of this research was to explore how cognitive capabilities affect the ability of the designer to solve complex and highly interdependent design problems. Of particular interest was how the designer's capacity to find a solution to a parameter design problem was related to the scale of the design task, its complexity, and its structure. To facilitate the study of these phenomena a tool was needed to simulate the most important aspects of the parameter design process so that a human subject acting as a "designer" could work with the model and in doing so provide useful data about how the nature of the task interacts with the designer's cognitive capabilities. Different design "problems" could then be posed to the designer in the context of the surrogate task experiment by altering the size, complexity, and type of system being used as a model of the design process. Since this research project was concerned primarily with studying how basic human cognitive capabilities impact the design process, another concern was stripping away any need for domain-specific knowledge on the part of the subject. Although domain-specific knowledge is actually a key aspect to successful design as well as an important factor in general problemsolving, it's presence in the mind of the designer can get in the way of eliciting the fundamental cognitive parameters at play if it is neither explicitly avoided nor accounted for [Christiaans and Dorst 1992, Kovotsky and Simon 1990]. A more advantageous approach, which I have adopted 62 in this research, is to filter out as much as possible the effects of domain-specific knowledge on task performance, through careful design of the primary experiments, and instead investigate the implications of such expertise by including a second set of tests designed specifically for this purpose. The first step in developing a tool to explore the relationship between cognition and the design process was to create a suitable substitute model of the task itself, with which a human experimental subject acting as a designer could then interact. An obvious choice was to develop a computer based simulation rather than employ a simplified "real" design task as in the Christiaans and Dorst experiments. This would allow both the task and environment to be carefully generated and manipulated, providing as much control possible over the attributes of the design task and also facilitating the gathering of numerical performance-related data. After some debate a linear matrix-based model was, for a number of reasons, decided upon as the most appropriate representation of the parameter design problem. This mathematical model was particularly attractive because it appears in many places in engineering design literature as a tool for representing parameter relationships and information flows in the actual design process, most obviously in Steward's Design Structure Matrices (DSM) and in the relationship between Functional Requirements and Design Parameters in Axiomatic Design. And, of course, it is also implied by the input-output scheme of typical parameter design problems. Another useful attribute of matrices is that they provide a clear, well-characterized mapping from input to output. It is natural to think of the elements in a matrix of coefficients as representing the degree of informational dependency of one task in generalized design process to another, or as representing the sensitivity of one design parameter to another. Matrices also have a number of characteristics, such as size, condition, sparseness, and eigenstructure, that can be easily altered by the experimenter for the purposes of exploring how these structural variations affect the ability of human subjects to find a solution to the system. 5.2.1 THE BASIC DESIGN PROBLEM MODEL Once a basic idea of how to model the design task had been settled upon the next step was to develop the experimental software platform. The basic concept for the parameter design process surrogate, dubbed the Design System Emulator or "DS-emulator," was a matrix representation of a physical design problem to be solved graphically by human subjects acting as designers. Subjects would control input variables that a matrix representation of the "design system" (i.e. the design problem) would map to output variables represented by indicators on the 63 program's graphical user interface (GUI). The aim was to make the interface of the software platform as simple and intuitive as possible so subjects would not be confused or otherwise hampered in their efforts to solve the design problem by any aspects of the interface. It was also necessary to ensure that as little training as possible would be needed for subjects to be able to use the program successfully. Finally, the program would be designed to record pertinent data from each subject as they worked through the design problem exercises. DS-Emulator, the resulting software platform, is a MATLAB application that mimics the coupled parameters and interrelated objectives that face the designer in many of the stages of product development. Using a basic linear system model [y] = [4Ax] the surrogate program simulates the parameter design task. Attributes of this process, including the scale, degree, and type of coupling of the design problem, can be altered by manipulating values in the coefficient matrix A. The relative magnitudes of coefficients in this square matrix reflect the degree and type of coupling present in the system while n, the size of A, reflects the system's scale. Design parameters of the surrogate model, controllable by the designer, are represented by the vector of input variables, [x], and performance parameters, or measurable attributes of the system, by the vector of output variables,[y]. A broad array of different design matrices presented to subjects by the application allow an investigation of how various critical factors impact the time required to complete the parameter design surrogate task. Since design process cycle time has been frequently identified as a critical aspect of the product development process, this was chosen as the metric by which to gauge the relative difficulty of each design system presented to experimental subjects by the program [Krishnan and Ulrich 1991, 1998]. In addition, there are a number of experimental precedents in other fields for using task completion time or the number of iterations required as a meaningful metric for problem difficulty and complexity, especially in empirically based research [Robinson and Swink 1994, Mackay et al. 1992, Goodman and Spence 1978]. In contrast to the actual design process, the set of surrogate tasks was formulated so that it would take a relatively short time to complete (~1.5 hours). The relatively brief experiment duration made it possible to collect data from multiple subjects in the field, something that is much more difficult to accomplish with an actual design exercise of any complexity. An additional benefit of the parameter design model was that domain-specific knowledge was not 64 required for completion of the task. So, there was no need for subjects to be familiar with any aspects of the product design process in order to participate in the experiment. 5.2.2 THE SOFTWARE PLATFORM The software platform for the design surrogate task was developed in the MATLAB programming language because of the ease with which it handles matrix manipulations and other mathematical functions that were necessary for the project. This language also permitted developing the software tool and storing and analyzing experimental data in a single programming environment. The design task GUI was arranged so that the basic parameter design activity was turned into a game-like exercise. In order to "solve" a design problem human subjects were required to adjust the input variables (design parameters), controlled by slider bars on the design task GUI, until the output variables (system performance parameters) indicated by gauges on the GUI fell within specified levels. An image of the Task GUI for a 3 x 3 design matrix is shown below in Figure 5.1. Target ranges Inputs controllable by subject Clicking on the arrow allows fine adjustments to the indicator position Clicking in the "trough," or moving the slider button directly, allows more coarse adjustments to be made The Refresh Plot Button recalculates positions of output indicators based on subject's input Outputs observable by subject FIGURE 5.1 - DS-emulator design task GUI for 3 x 3 system with key to significant features. 65 The "target range" within which the output had to fall for the design problem to be considered completed, or "solved," was set at 5% of the range of the output variable display gauge range. This value was chosen as it was representative of a reasonable "tolerance" range for an actual design problem (i.e. ± 2.5%). In order to mimic more closely the actual design process, which is naturally iterative and discontinuous, the output variable display gauges were not designed to update themselves smoothly and continuously as the inputs were varied. Instead, the positions of the output variable indicators in the displays were only recalculated and updated after the "Refresh Plot" button on the lower right-hand side of the Task GUI was pressed by the subject. The stepwise, discontinuous display of changes in the output variables with response to input variable adjustments was designed to imitate the iterative nature of the design process. Task GUIs were developed capable of handling n x n design problems of all scales required by the experiment, and system representations ranged in size from n = 1 to n = 5. No over- or under-defined design systems were included in the experiments so the GUIs always had equal numbers of slider bars and gauges. In addition to the task GUI, which served solely as the interface for the design surrogate task itself, other interactive GUI's were developed to help manage and control the workflow of the human subjects during the experiment. A "Master GUI" allowed the subjects to launch both the actual experiment program and also a brief demonstration exercise to teach them how to use the software. A "Control GUI" allowed subjects to pause between design problems during the experiment and re-start the program when they were ready to continue, or quit the program if they so chose. Both of these GUIs, shown in Figure 5.2, were visible at all times on the computer screen along with the Task GUI while the experiment was underway. Because any experiment involving human subjects conducted at MIT must be approved by the school's Committee on the Use of Humans as Experimental Subjects (COUHES), a proposal outlining the experiment and the planned procedure were submitted for the committee's approval. After minor rework of the experimental protocol and the addition of a GUI that allowed subjects to give consent to participating in the experiment, which is shown in Figure 5.3, the committee granted its approval. 66 FIGURE 5.2 - Master GUI (left) and Control GUI. FIGURE 5.3 - Consent GUI, which allowed subjects to agree to participate in the experiment. 5.2.3 HOW THE PROGRAM WORKS The overall functionality of the DS-emulator program, and how it acts to simulate the parameter design process, is straightforward. This can be seen more clearly in Figure 5.4, which 67 depicts how the central design task GUI functions and how it interacts with the rest of the program to gather data from human subjects acting as the designer during the experiment. In order to adjust the input values to the parameter design system the subject must move the sliders on the Task GUI. As mentioned earlier, in order to simulate the stepwise iterations of the actual design process the value of the design system output variables, which is depicted by the position of single blue lines in the display gauges, only changes after the Refresh Plot button on Control Program and System Model 3 - System Response Calculated and Time of Input Recorded MATLAB/Excel Database 4 - Data Recorded FY 1 [X 1 y 683 -. 658 -.317 x .658 .366 .658 x2 = y2 -. 317 -. 658 .683 x y3 Y2 x11 x 21 x31 X12 X22 X32 y11 y21 y31 ti Y12 Y22 Y32 t2 x13 x13 x13 y 13 y1 3 y13 t3 X. Y. Y. X2 5 - Updated System Output Data Sent to GUI X. X. . t. 2 - User Inputs Sent to Program -X1 - User Adjusts Inputs Adjusted System Response Displayed FIGURE 5. 4 - DS-emulator program functionality. the Task GUI has been pushed by the subject. Each time the Refresh Plot button is pressed, the input values and output values, and time at which the refresh plot button was activated are recorded in the program database and the display updated to reflect the new state of the system. Throughout the course of the experiment the program compares the output values of the system with the upper and lower bounds of the target specification range. When the subject has adjusted the inputs so that all system outputs are within the specified range the parameter design task is complete. At this point a data array containing the compiled input, output, overall elapsed time, 68 and time per operation for the particular experiment in question are sent to a Microsoft Excel file as well as stored in the MATLAB database. Once a subject has completed a particular parameter design problem he may continue on to the next task in the set of experiments by pressing the "New System" button on the Control GUI, to launch the new Task GUI and its associated design system, followed by the "Start" button on the Control GUI to actually begin the task. This process is repeated until all experiments are completed. 5.2.4 EXPERIMENTAL PROCEDURE In order to prevent influencing the results in any way through inconsistent experimental procedure, a predetermined protocol was followed for all subjects. Each participant was seated at a computer in a lab room on the MIT campus that was free from any disturbances. Following a scripted protocol the researcher explained the rationale for the experiments to the subjects and then helped them as they went step-by-step through a demonstration exercise that was part of the experimental program. This consisted of practicing using the DS-emulator program by solving two simple 2 x 2 design systems, one uncoupled and the other decoupled. After the subjects finished the practice exercises and formally consented to participate in the study they were left alone to complete the core set of experiments. Because of the nature of the investigation subjects were not allowed to use pen, paper, calculator, or any other type of memory or computational aid during the experiment. 3 - Design task experiments 1 - Demonstration Exercise 2 - Subject Consent FIGURE 5. 5 - Workflow of typical experimental session. 69 Figure 5.5 gives a graphical overview of the workflow of a typical experimental session. Generally the explanation and demonstration of the DS-emulator program and the practice exercises took a total of about 10 minutes, and the actual experiment, consisting of multiple design tasks, generally took anywhere from 45 minutes to over 2 hours in some cases. Upon completion of the experiment the subjects were interviewed by the researcher and asked to comment on the experiment in general, their perceptions of the difficulty and complexity of the various tasks, and the type of solution strategy they developed and employed, if any, to help them complete the design tasks. Subjects were permitted to pause at any time, and functionality was placed in the program to allow the test program to be paused between different design task problems without affecting the overall results. In compliance with COUHES regulations, the subjects were also allowed to cease participation in the experiment at any time, and for any reason, without penalty. Subjects were paid US$15 for their efforts regardless of whether or not they actually finished all the design problems in the experiment. All subjects were drawn from the MIT community. 5.3 PRELIMINARY EXPERIMENTS AND PROTOTYPE DESIGN MATRICES To get a basic idea of what matrix parameters might be important factors governing completion time for the surrogate design tasks, a preliminary set design matrices was developed and embedded in the DS-emulator platform to test some hypotheses. These matrices ranged in size from 2 x 2 to 4 x 4 , and were populated by randomly generated coefficients between 0 and 1. To ensure that the output variables of the system used the maximum range of the output gauges, without ever exceeding the limits of the display the matrices were multiplied by an appropriate scaling factor. A single solution was generated in the same random manner for each design problem matrix. The intent of the first set of experiments was to get a basic idea of how the size, fullness (i.e. the number of non-zero coefficients in a matrix, also often called the "sparseness"), and relative strength of the diagonal and off-diagonal coefficients of the linear system affected the amount of time subjects needed to find its solution to within the given tolerance range of ± 2.5%. To explore these factors a number of different matrices of varying size and fullness were generated in order to gather enough data to establish trends for task completion time as a function of both fullness and system size n . Matrices were also created that had stronger coefficients on the diagonal than the off diagonal, and vice versa, to explore how the relative strength of variable coupling within a system affected the time required for subjects solve the design problem. In all, subjects were presented with 24 unique parameter design problems in the first set of experiments, 70 composed of 8 separate experiments each for 2 x 2, 3 x 3, and 4 x 4 linear systems. Two of the 2 x 2 experiments, as stated earlier, were used as training exercises. Several ill-conditioned matrices were also included in the proof-of-concept experiments. 5.3.1 WHAT WAS LEARNED FROM THE FIRST MODEL It was immediately evident from the preliminary experimental data that fully coupled systems were more difficult for human subjects to cope with than diagonal systems, and that the difficulty of fully coupled systems grew more rapidly as a function of system size than that of diagonal systems. Though the exact relationship was unclear, uncoupled system solution time appeared to grow linearly with system size while fully coupled system completion time seemed to follow a more unfavorable linear, polynomial, or exponential growth rate. Task completion time vs. design problem matrix size is shown for both uncoupled and fully coupled systems in Figure 5.6. Average Normalized Completion Time vs. n for Uncoupled and Fully Coupled Matrices (95% confidence interval) 6.00 ..--------------------------- 5.00 - 4.00 - E + Uncoupled Matrix 0 U 0 En 3.00 - 2.00 - AFull f 1.00 - 0.00 I 2 3 4 5 n (matrix size) FIGURE 5.6 - Uncoupled vs. Fully Coupled task completion time results for preliminary set of experiments. 71 Matrix The preliminary experiments, which were meant to determine the importance of coupling strength, matrix sparseness, and system size to the amount of time required to find a solution to the design problem, yielded somewhat imprecise results as to the exact trends involved. However, it was evident that the degree of coupling, matrix fullness, and matrix size all correlated to some extent with the time required for subjects to find the solution to the system, with matrix size being the strongest factor. It was also clear that the scaling law governing human performance on fully coupled matrices was less favorable than that for uncoupled design problems. One apparent drawback to the initial pilot study was that the matrices used to simulate the design systems in the parameter design task were not developed in a sufficiently rigorous manner. Although attention was given to their basic structure, and to the extent and type of coupling present, a mathematically precise system was not employed for developing the numerical coefficients in the design systems. It is likely that this had some effect on the results in the preliminary experiments, and may have been a reason for the lack of a clear completion time trend for either the full or uncoupled matrix experiments. A more quantitative method of generating test matrices would also have facilitated establishing how time to completion of various matrix types varied with the degree of variable coupling, which was also an important goal of the research project. In addition, more carefully developed test matrices would allow a trend to be clearly associated with matrix characteristics alone and minimize the likelihood of inadvertent effects from carelessly generated matrices confounding the experiments. Full or diagonal matrices can, as I will explain in the following sections, be created so that even though they vary in size they are in fact quite similar in a structural and mathematical sense. However, this generally cannot be done with sparse matrices. Except for a few special cases there is simply no way for a 2 x 2 sparse matrix to be identical in structure to a 5 x 5 matrix. Though sparse matrices do often occur in engineering analysis problems, like those encountered in finite element calculations for example, they are often quite large in such instances and the methods useful for characterizing large sparse matrices are not meaningful for small matrices. Although the results yielded by the preliminary investigation into the effects of matrix fullness on task completion time were quite interesting, and are discussed in detail in Chapter 6, it was decided for this reason not to pursue the issue further in the primary set of experiments. In any event, many sparse systems actually encountered in real-world product development activities, such as unordered DSM's and some parameter design problems, can be 72 reordered into approximately triangular form with a few relatively small fully coupled blocks protruding above the diagonal. Also, in many cases a product's design parameters might be uncoupled or lightly coupled, with just a few complex custom-designed parts having highly interrelated design parameters described by fully coupled blocks in the DSM. So, while sparse matrices may represent a unique and difficult challenge to the designer the existence of heuristic and mathematical methods to eliminate them in practice, by reordering them to lower triangular matrices containing smaller fully coupled blocks, made them a less attractive subject from a practical standpoint for study using the parameter design task simulator. 5.4 PRIMARY EXPERIMENTS: A REFINED SYSTEM REPRESENTATION The factors described above indicated that restricting the experimental investigation to diagonal and fully coupled matrices of various types would both permit increased rigor and probably be more fruitful. Since the preliminary experiments indicated that a more exacting method of developing and characterizing the test matrices was needed a goal became the development of such full and diagonal square matrices for use in the primary set of experiments along with quantitative metrics describing their important attributes. These metrics would make it possible to create matrices of different sizes that varied only in certain characteristics of particular interest. Results from various sets of experimental matrices could then be compared to uncover how different types of matrices affected the outcome of the experiments in terms of task completion time and other factors. 5.4.1 DESIRABLE DESIGN SYSTEM CHARACTERISTICS Fundamental principles of linear algebra were used to develop an improved set of test matrices for the primary set of experiments. The goal was to create a population of matrices with a consistent fundamental structure and having well-defined characteristics that could be usefully manipulated without undermining this basic structure. This was achieved by ensuring that all full matrices were orthonormal, nonsingular, well conditioned, and had a standardized Euclidean Norm, and by using variants of the identity matrix to model all uncoupled design problems. Mathematical descriptions of these matrix characteristics and their significance to the experiment are given in the following subsections, along with a detailed explanation of how the test matrices and descriptive metrics were actually generated. 73 5.4.1.1 MATRIX CONDITION For a homogeneous linear system, Ax = b, such as those used to model the parameter design problem in the surrogate model, the matrix condition, c(A) , reflects the sensitivity of the system solution, x, to small perturbations in the values of A or b. The condition of a system can be measured as a ratio of the largest to smallest eigenvalues of the coefficient matrix A c(A) = or, it can take the form AXI*1= C(A) AbI~b. If a system is ill-conditioned and c(A) >> 1, then small relative errors or changes in A or b result in disproportionately large effects on Ax = A-Ab, yielding an unstable solution to the linear system [Strang 1986]. Matrices used in the primary set of design task experiments were generated in such a way that they all had c(A) 1. This assured both the stability of the system and also that the experimental GUI was able to produce a well-scaled display of the output of the system representing the design task for all allowed numerical values of x, the input variable controlled by the human subject. 5.4.1.2 NONSINGULARITY By assuring that the n x n design system matrices, An, were nonsingular a number of desirable characteristics were enforced [Edwards, Jr. 1988]. As a direct result of this restriction all design problem models were homogeneous, linear, and row-equivalent to the n x n identity 74 matrix. In other words, the coefficient matrix for the design task, A , , could be turned into the identity matrix I through a finite sequence of elementary row operations. More importantly, for the design task surrogate experiments at least, nonsingularity also implied that an inverse, A , existed for the n x n design system matrix An, Ax = 0 had only the trivial solution x = 0, and that for every solution vector b , the system Ax = b had a unique solution. 5.4.1.3 ORTHONORMALITY The design matrices, An, used in the primary experiments were also prepared so that they were orthonormal, composed of mutually orthogonal column vectors all having an Euclidean norm equal to 1. Two column vectors, u and v, are orthogonal if the vector dot product u -v = (u xv 1 )+(u 2 XV 2 )+... (u Xnv)= 0 . This step assured that all column vectors were perpendicular, linearly independent, and guaranteed a consistent underlying structure for all the matrices. The Euclidean norm of a vector u is in essence the length of the vector, and is defined as =Uu U) = (U 2 + U2 +...+ U2 )1/2. By applying the restriction that Jul = 1 for all column vectors of the design matrices, all input variables were as a result well balanced with respect to one another with none having a disproportionate effect on the output of the system. Although an individual input variable might have a large effect on one particular output variable, and a much smaller effect on the others, orthonormality and a consistent Euclidean Norm ensured that the influence each input variable had on the overall output of the linear system was well-balanced with respect to that of the other inputs. 5.4.2 CHARACTERIZATION OF SPECIFIC DESIGN TASK MATRICES A number of metrics were also developed that allowed important features of the test matrices to be characterized in a quantitative way. These metrics were used as objective 75 functions during the generation of the matrices and also, upon completion of the experiments, to explore how the various matrix characteristics in question correlated with the resulting empirical data. 5.4.2.1 MATRIX TRACE Of particular importance was formulating a metric to measure the strength of coupling in the design system matrices. To do this a ratio of the absolute value of the matrix trace and the matrix 2-norm for the design matrices, An, described by the equation Za,, t(An ) - = 1 , a2 i,j=I was developed and used. This metric quantifies the coupling strength of coefficients in the An matrix by measuring the relative magnitude of the diagonal elements of the matrix compared with that of the off-diagonal elements. The higher the value for t(An), called simply the "trace" from now on, the stronger the diagonal elements of the design matrix are compared to the off-diagonals. For a given n x n orthonormal matrix with an Euclidean norm of 1, the maximum value t(An) can have is F . This metric was also explored in a somewhat more standard form by using the actual matrix trace rather than the absolute value of the trace in the numerator. However, in this form the metric turned out to be misleading since it permitted the numerator to be small, or even zero, in cases when the coupling of coefficients was in fact quite pronounced. So, though the metric has been called the "trace" for simplicity's sake, it is worth remembering that is not in fact the trace. The matrix trace merely appears in a slightly altered form in the numerator of the metric. 5.4.2.2 MATRIX BALANCE Another metric developed to classify the linear systems was the matrix "balance." This measured the relative number of positive coefficients and negative coefficients in the matrix, 76 normalized by the total number of matrix elements. The matrix balance is described by the following equation: b(A) = (number of positive elements 2 (number of negative elements Since the absolute value of the trace was used in the "trace" equation t(A,) described previously, the balance equation was necessary to characterize the overall sign of the matrix coefficients. Because the preliminary experiments gave some indication that a negative correlation between input and output variables might be more difficult for subjects to manage the "balance" metric was developed to quantify this characteristic so that its effect on design task difficulty could be evaluated. This metric was only useful for full matrices. 5.4.2.3 MATRIX FULLNESS In order to explore how the "fullness" of the design problem matrices affected the outcome of the experiments another metric was developed to measure this important variable. There are many ways to characterize the structure of non-full, or "sparse" matrices (i.e. "bandsymmetric," "block triangular," etc.), and these classifications have a great deal of significance for large systems of equations like those used in finite element modeling [Tewarson 1973]. Unfortunately, these classifications are not really meaningful for small matrices such as those used in this study. Rather than attempting to develop ways to exhaustively characterize the sparseness of the small matrices used to simulate the design task, and to help make the number of test matrices more manageable, a single metric was allowed to stand alone as a measure of this aspect of matrix structure. The degree of "fullness" of a matrix can be described by the ratio of the number of nonzero elements to the total number of elements f(An) = (number of nonzero elements n2 This metric is arranged so that a "fullness" of 1 indicates that the matrix is full, and as the number of zeros in the matrix increases the numerical value of the metric decreases. Small fullness values, i.e. f(An ) <<1, indicate that the matrix is sparse. As noted earlier in this 77 chapter, the effects of matrix fullness were only investigated in the preliminary set of experiments. However, this will be discussed along with the rest of the significant results in the Chapter 6. 5.4.3 DESIGN TASK MATRIX GENERATION The method developed and employed to generate the design matrices used for this experiment ensured automatically that they would embody all the desired characteristics listed in Section 5.4.1. All design system matrices began as n x n identity matrices, I, a form which has an inherently nonsingular and orthonormal structure. Rotating the basis vectors of the identity matrix using the rotational transform FcosO -sin01 sin0 cos6 T(r) =1 produced full matrices for 0 < 0 <1 . This transformation merely rotates the n -dimensional basis vectors of the matrix about the origin. So, all the desirable characteristics of the original identity matrix were preserved through the transformation from diagonal matrix to full matrix. For example, basic fully coupled 3 x 3 design problem matrices were constructed using the formula cosOl A3=[T2] sin0 0 where 1 0 0 -sinO 0 cosO, 0 0 cosO2 -sinO 0 1_0 sinO2 cos0 2 2 cosO3 0 0 1 _L sinO3 0 -sin0 3 0 [T, cosO3 _ IT,, is some form of the n x n identity matrix for which rows and columns have been reordered or coefficients changed from +1 to -1. 1 0 0 IT, I= 0 For instance, 0 1 0 0 0 ,0 1 0 ,1 0 0 1- 0 0 0 1i 1 0 -1 1 0 0] are some examples of such matrices, but many more combinations are possible. Similar formulas were used for design matrices of other sizes. 78 Varying the angles of rotation, 01.. .0, , and the reordering the identity matrices, Tn allowed systems with various coefficient characteristics to be created. , An Excel spreadsheet program was developed that generated matrices with specific traits by manipulating the free variables described above subject to certain constraint parameters based on the descriptive metrics discussed in Sections 5.4.1 and 5.4.2. All fully coupled design matrices used in the primary round of experiments were generated in this manner. The identity matrix, which formed the basis for the full matrices, was used to represent all uncoupled systems. 5.4.4 A DESCRIPTION OF THE PRIMARY EXPERIMENTS The primary set of experiments conducted with the DS-emulator platform were designed to explore the following two factors: * For various types of full and diagonal matrices, how does matrix size affect the difficulty posed by the design surrogate task to human subjects? * For full matrices, how do coupling strength and matrix balance affect the difficulty of the surrogate design task? Using the metrics and the Excel spreadsheet tool described in Section 5.4.3, a set of 17 matrices was developed to explore these factors. The test matrices were carefully evaluated to ensure that the output variables used the full range of the display gauge on the Task GUI without going out of bounds. The characteristics of the matrices developed for this set of experiments are tabulated in terms of the metrics previously discussed in Figure 5.6. The set of test matrices was divided in to five separate series, with Series B, C, D, and E composed entirely of full matrices and Series F containing only diagonal matrices. Series C, D, and E were set up to explore how the coupling strength of the matrices would affect the difficulty of the design task. In these matrices the "trace" was varied while other factors were held constant. Series B and C, which differed only in terms of the matrix "balance" metric, could be compared to determine if a higher proportion of negative coefficients in the design problem matrix had an adverse effect on the subject's performance. Series C and F formed the core of the experiment and were designed to explore the differences in subject performance for fully coupled and uncoupled design tasks. These two series of experimental matrices were also intended to uncover how performance varied with matrix size, and for this reason were the only series of matrices explored through n = 5. 79 M atrix Series B C D E F n (trace)/2-norm abs (trace)/2norm 2 3 -1.03 -1.00 1.03 1.00 -0.50 4 -1.00 1.00 -0.50 2 3 1.08 1.00 1.08 1.00 0.50 0.56 4 1.00 5 1.00 1.00 1.00 0.50 0.52 2 3 1.25 1.25 1.25 1.25 0.50 0.56 4 2 3 4 1.25 0.75 0.75 0.75 1.25 0.75 0.75 0.75 0.50 0.50 0.56 0.50 2 3 1.41 1.73 1.41 1.73 4 5 2.00 2.24 2.00 2.24 0.50 0.33 0.25 0.20 Balance -0.56 FIGURE 5.6 - Experimental matrix characteristics. Diagonal matrices used in the experiment, since they were identity matrices with an invariable structure, were restricted to "trace" values of t(A,) = ranged from 0.2 b(An) , while their "balance" 0.5. Thus, it was not possible to create diagonal matrices that varied only in size and no other characteristic, as was possible with full matrices, but the range of variation as characterized by the metrics was fairly minimal. In order to improve the experimental procedure, several other important changes were made in the DS-emulator experimental platform itself. First, the program was adjusted so that it presented the design matrices to the subjects in a randomly selected order that was changed for each participant. This was done to avoid inadvertently training the subjects by progressing from "easy" to "hard" systems and to minimize any other possible effects a consistent design task order 80 might have had on the outcome of the experiments. In addition, a solution vector with an Euclidean norm of 1 was selected at random for each design problem from a set of twenty-five unique vectors created for each different size of design matrix. This procedure improved the experiment in several ways. Since the solution vectors were normalized, the overall distance between the starting point of the output variables (always at the origin of each gauge on the Task GUI, which ranged from -20 to +20) to the solution position (i.e. the target range) would be the same, in a least-squares sense, for each experiment involving a given design matrix. This created a degree consistency amongst all the solutions. Also, randomizing the selection of the solution vector to some extent, hence randomizing the position of the target ranges in the Task GUI, reduced the likelihood of a particularly easy or difficult solution recurring consistently and affecting the experimental results. With the help of twelve human subjects, the second set of experiments was conducted with DS-emulator platform following an identical experimental procedure to that of the preliminary set of experiments, described earlier in Section 5.3 of this chapter. As before the program recorded the position of the input and output variables of the design system after each move, or "operation," the subject made during the experiment, as well as the time at which it occurred. Subjects were also interviewed briefly upon completion of the experiment, just as in the preliminary investigation. Although the majority of subjects completed all or most of the test matrices presented to them by the program, a few gave up in frustration while trying to solve the 4 x 4 and 5 x 5 fully coupled systems. So as a result, after just over half of the subjects had completed the experiment using the entire set of 17 design matrices described in Figure 5.7, the size of the experiment was reduced to include only the C and F series of test matrices. This was done mainly to shorten the time required to complete the prescribed tasks and to ensure that enough subjects completed the most significant design problems. Also, some individuals had taken well over two hours to finish the full set of 17 experiments and it was felt that this was simply too long a time to be certain that the subjects were giving the experiment their full attention. Results from these experiments are presented in Chapter 6. An additional set of tests was conducted as part of the primary experiments to explore further how learning and experience in the problem domain might affect the time required to complete the design task. In this study five subjects repeatedly solved the 2 x 2 fully coupled Series C design problem, each time with a different randomly selected normalized solution vector. Completion time was recorded for each repetition of the experiment in order to ascertain 81 how it varied with increased experience and familiarity with the design task. The results from this set of experiments are also discussed in the next section of the thesis. 82 6 RESULTS OF THE DESIGN TASK SURROGATE EXPERIMENT Experiments carried out with the cooperation of test subjects using the DS-emulator platform yielded a number of interesting results pertaining to how design problem size, structure, and complexity impacted performance of the design task surrogate. This section will present the results from the primary set of experiments in a way that shows how they are related to the general study of the design process and in particular how they pertain to the engineering design and product development process. The data will also be examined and discussed with respect to what is understood about human information processing and problem solving from a cognitive science perspective. Before the results are set forth it is worth reviewing briefly exactly what the design process surrogate experiments were designed to achieve. The primary goals were to explore how system size and other characteristics affect the difficulty of finding a solution to the design problem and to allow comparisons to be made between the experimental results and theories from cognitive science about human information processing and problem solving. 6.1 PRELIMINARY DATA ANALYSIS AND NORMALIZATION OF THE DATA A quick glance at the data from the twelve subjects who participated in the primary investigation revealed that there was a great deal of variation in how long it took subjects to complete the set of tasks. Some were able to complete all 17 design problems administered in the experiment within about 45 minutes, while other subjects took nearly three times longer. This variation seemed to be due mainly to differences in the pace at which people naturally worked and, of course, some people are just faster workers than others. So, to reduce this variation it was decided to normalize the task completion time results for each subject. In order to do this the completion time result from one test, the 2 x 2 fully coupled Series C matrix, was used as a normalizing factor; the time-to-completion results for all tests for a particular experimental subject were then divided by that subject's completion time for the 2 x 2 Series C matrix. Since the goal of this research was to suggest a general scaling laws based on problem size, structure, and complexity, rather than to actually develop a predictive model of task completion time, normalization of the data was the most sensible way to both reduce spurious variation and improve the generality of the results. 83 Throughout this thesis I have tried to be quite precise about whether I am discussing the normalized completion time for an experiment, which is most often the case, or the actual completion time, which I mention less frequently. 6.2 DOMINANT FACTORS IN DESIGN TASK COMPLETION TIME Along with the implications of design problem size, analogous to matrix size n in the DS-emulator design task model, the effect of a number of other variables on experimental completion time were explored with the software platform. These variables were introduced and discussed in some detail in Section 5.4.2, but a brief reminder is presented here. In no particular order, the complete list of metrics developed to classify the design system matrices consisted of: * "Trace," t(An ); a ratio comparing the magnitude of diagonal elements to the magnitude of off-diagonal elements in the design matrices. A "trace" value larger than one indicates that the diagonal elements are "stronger" (i.e. greater in magnitude) than the off-diagonals. If the trace is less than one, the opposite is true. * "Balance," b(An); compares the number of positive and negative coefficients in the matrix. A negative value for the matrix balance indicates that there are more negative than positive coefficients present. " "Size," n ; indicates the size of the n x n design matrix An . " "Fullness," f(An); measures the number of non-zero coefficients in the matrix. As matrix fullness decreases, the matrix becomes increasingly sparse. Variations in task completion time due to trace, balance and size were investigated in the primary set of experiments, while the significance of matrix fullness was studied through the preliminary set of tests briefly discussed in Section 5.3. The issue of matrix fullness will be revisited later on in Section 6.2.2 of this chapter. 6.2.1 MATRIX SIZE, TRACE, AND BALANCE Average normalized completion time data for all five series of test matrices (B, C, D, E, and F) used in the primary set of experiments is shown in Figure 6.1. The significance of matrix attributes such as size, trace, and balance on task completion time was explored by using regression techniques to analyze this experimental data. 84 Average Normalized Completion Time for All Test Matrix Types vs. n 40.000 35.000 0 E 30.000 0 CL E 25.000 AFully Coupled - Series C * Uncoupled - Series F o Fully Coupled - Series B 0 0 N 20.000 - + Fully Coupled - Series D UFully Coupled - Series E E 0 15.000 - z 0 10.000 5.000 -0 0.000 1 2 3 4 5 6 n (matrix size) FIGURE 6. 1 - Completion time data for all matrix types used in the design task surrogate experiments. The analysis process began with generating normalized completion time data for design matrix types B, C, D, E, and F from the experimental results stored by the DS-emulator program in its database. Next, multiple parameter linear regression was used to explore the various matrix characterization metrics and evaluate the significance of each in terms of its effect on the ability of the regression model's ability to predict the linearized average normalized completion time data. A combinatorial approach was used to determine the significant independent variables that contributed to the most accurate model of the surrogate task completion time results. After carefully evaluating the data in this manner it was discovered that matrix size and trace appeared to have a statistically significant impact on the time required for subject's to complete each design problem. Matrix size was the dominant factor while the matrix trace seemed to have a lesser, though still significant, impact on normalized task completion time. The regression analysis uncovered a strong positive correlation between normalized completion time and matrix size and a strong negative correlation between matrix trace and completion time. 85 These findings agree with the assumption that as a matrix becomes less coupled, and thus more nearly diagonal in structure, the system it represents it should be increasingly easy for the designer to manage. Although in post-experiment interviews many subjects reported having difficulty with systems in which many inputs and outputs were negatively correlated the matrix balance, which quantified this characteristic, actually appeared to show little or no correlation with design task completion time when the results were analyzed. The best-fit model using the entire set of matrices explored in the primary experiments, including the uncoupled Series F, fit the linearized time to completion data to matrix size n and matrix trace t(An) parameters and did not include matrix balance. Although some models evaluated included the balance variable, b(A), and showed a slightly better fit in terms of Rsquare and adjusted R-square values, the probability that the coefficient of the balance was actually zero was too high for the model to be presumed accurate. The best regression model developed had an R-square value of 0.892 and an adjusted Rsquare value of 0.876. Analysis of the regression model's residuals indicated that they were randomly distributed and equally dispersed. Normal probability plots showed that the data was likely to have come from a population that was normally distributed. 6.2.2 MATRIX FULLNESS The preliminary set of experiments turned up some interesting and somewhat surprising results about how the fullness of a matrix affected the time required by subjects to complete the design task. This "fullness" metric, described in more detail in Section 5.4.2.3, was designed to measure the ratio of non-zero coefficients to the total number of coefficients in a given design matrix. Although the design tasks were expected to become increasingly difficult for subjects to manage as the design system matrices approached being entirely full, this turned out not to be the case. In fact, the most difficult and time-consuming systems for subjects to solve were actually those that were nearly full, rather than entirely full. This interesting trend can be seen more clearly in Figure 6.2. As shown in this figure a maximum level of difficulty, as measured by the amount of time required by subjects to complete the task, was encountered when matrix fullness, f(A,, was somewhere between 0.7 and 0.9, meaning that 70-90% of the coefficients in the matrix were nonzero. The reasons for this puzzling result are not entirely clear. Part of the explanation may lie with the fact that the matrices developed for use in the first set of experiments were not quite as rigorously characterized and consistent as those used for the primary set of tests. Another factor 86 may be that the irregular structure of nearly full matrices did actually pose a special challenge to the subjects. While near-full matrices are almost as coupled as completely full matrices the way in which the variables are coupled to one another is somewhat irregular. Thus, there is no guarantee that each input variable will affect all output variables, and keeping track of this added complexity may place an extra burden on the short-term memories of the subjects as they attempt to solve the system, thus creating more difficulty and increasing the time necessary to complete the task. A more thorough investigation is necessary, however, before any conclusive reasons for this phenomenon can be established. Log Average Normalized Completion Time vs. Matrix Fullness for 3x3 and 4x4 Matrices (95% Confidence Interval) 20.000 - - -- - ---- - 0 E 15.000 - 10.000 - E A4x4 N E 5.000 Z 0M } - I 0.000 ) 0.1 0.2 0.3 0.4 Matrices o 3x3 Matrices AI .41 0.5 0.6 0.7 0.8 0.9 1 1 1 -5.000 Matrix Fullness (1=Full Matrix) FIGURE 6.2 - Effects of matrix fullness on normalized completion time. 6.3 SCALING OF PROBLEM COMPLETION TIME WITH PROBLEM SIZE A particularly important goal of the design task surrogate experiments was to compare how the difficulty of solving the parameter design problem scaled with the size of the problem and how this scaling law changed depending on whether the design system was fully coupled or uncoupled. Two sets of matrices included in the experiment, each containing matrices ranging in size from n = 2 to n = 5, were used to generate data for exploring these trends. One set of four 87 matrices, Series C, was full and completely coupled, and the other, Series F, diagonal and uncoupled. The fully coupled Series C matrices were designed so that diagonal and off-diagonal coefficients had roughly the same effect on the output variables (i.e. the matrix "trace" was approximately 1.00), and so that coefficients with a positive sign predominated. After test results from the twelve experimental subjects were collected and analyzed, the data clearly indicated that full-matrix completion time increased much more rapidly with matrix size than diagonal matrix completion time. These trends can be seen more clearly in Figure 6.3, which includes 95% confidence intervals for the data. Normalized Completion Time for Full and Uncoupled Matrices vs. n (95% Confidence Interval) 60 - 50E 400 A Full Matrix - Series C 0. E o *Uncoupled Matrix - Series F 30 E 20 0 10 0- 2 4 3 5 6 n (matrix size) FIGURE 6.3 - Scaling for fully coupled and uncoupled parameter design matrices vs. matrix size. 6.3.1 INVESTIGATING THE SCALING LAW A glance at the experimental results suggested that the trend for the full matrix experiment probably followed either a polynomial or exponential scaling law while the data from the diagonal matrix experiments probably scaled linearly with matrix size. To explore which 88 scaling law was most appropriate for the fully coupled experiment the results were linearized using the transforms for the exponential case and the polynomial case and then linear regression was performed on the transformed data to determine a best-fit model. A linear model was assumed for the uncoupled matrix data and a similar regression analysis procedure was followed to create a best-fit model. For a general exponential function, y = aebx + C the transform x =x y'=lny was used to linearize the experimental data. While for a general second order polynomial model, y = ax 2 +bx + C, the transformation x'= logx y'= logy provided the appropriate mapping. A linear regression showed that the exponential model, which had an adjusted R-square value of 0.994, fit the experimental results extremely well. The polynomial model fit fairly well to the fully coupled Series C matrix data, with an adjusted R-square value of 0.945, but was significantly inferior in fit to the exponential model. When the best-fit model was transformed back to the exponential form, using the inverse transform 89 y'= Ina + bx the equation describing the relationship between matrix size, n , and normalized completion time for fully coupled Series C matrices was found to be y = 0.081e""". The normalized completion time for the full matrix experiments and the best-fit exponential model can be seen in Figure 6.4. Actual Data and Best-Fit Exponential Model for Full Matrix Normalized Completion Time vs. n (95% confidence interval) 60.000 - 50.000 - ICL '40.000 - E 0 U S30.000- A Full Matrix - Series C x Full Matrix Exponential Model 0 Z 20.000 < - 10.000 - A 0.000 1 2 4 3 5 6 n (matrix size) FIGURE 6.4 - Full matrix completion time and best-fit exponential model. The results from the uncoupled set of matrix experiments fit a standard linear model quite well, with and adjusted R-square of 0.904 using the average normalized completion time data. 90 The experimental results and best-fit linear model for the uncoupled Series F system are shown in Figure 6.5. Actual Data and Best-Fit Linear Model for Uncoupled Matrix Normalized Completion Time vs. n (95% confidence interval) 2. 05 ----------- ------- ------ ---------------- ------------ ------------------------------------- -- -------------- ---------- 2.000 00 CUncoupled Matrix E 1.500 0 U -0 x Uncoupled Matrix Linear Model E 1.000 - X o 0.500 - 0.000 1 2 3 4 5 6 n (matrix size) FIGURE 6.5 - Uncoupled matrix completion time and best-fit linear model. Interestingly, a nonlinear relationship similar to that just found to exist between matrix size and design task completion time for fully coupled systems has already been identified for the human performance of mental mathematical calculations. Many cognitive science researchers have noted that for subjects performing mental arithmetic, calculation time seems to depend strongly on the size of the numbers involved and, in fact, correlates well with the product or square of the digits [Dehaene 1997, Simon 1974]. This scaling law appears to be valid whether the operation is multiplication, division, addition, or subtraction, and is likely to be due to both short- and long-term memory constraints and the degree and type of domain-related training received by the subject [Ashcraft 1992]. Another relevant investigation, in this case conducted in an operations research context, also supported the results of the design task surrogate experiments. Here again researchers found that problem size turned out to be the dominant factor in problem difficulty, this time governing the difficulty human subjects had with a multi-node 91 distribution network design task [Robinson and Swink 1994]. These topics are discussed in more detail in Sections 2.3.1 and 3.3.2 of this thesis. 6.4 DESIGN TASK COMPLEXITY The design task presented to subjects was in many respects the graphical equivalent of a problem involving finding the solution to a system of linear equations. In this sense the subjects were required to "invert" the design matrix in their head and then perform "back substitution" in order to determine an appropriate solution vector for the problem. Because of the similarity of this task to a common computational activity it seemed worthwhile to use a complexity-based metric to explore how human ability to "solve" a linear system compared with that of a computer performing an equivalent task. Naturally, a number of methods for measuring complexity, including information theoretic methods such as "mutual information content" and even thermodynamic metrics, are available [Horgan 1995]. However the most appropriate metric in this case is the computational complexity of the problem, which refers to the intrinsic difficulty of finding a solution to a problem as measured by the time, space, number of operations, or other quantity required for the solution [Traub 1988]. In the case of the design task experiments a particularly good way is to look at the computational complexity of the problem is explore the number of operations required to solve the problem. Comparing the number of mathematical operations required for a computational algorithm to factor and solve a linear system to the number of "operations," or iterations, required for a human to perform the same task should give a good idea of the difficulty of the task for humans relative to computers. This also eliminates the time-dependant aspects of the comparison, which only makes sense as computers will always have the upper hand in this respect. A review of computational complexity, rate-of-growth functions, and the mathematics behind factoring and solving linear systems is provided in the Appendix. The following sections will assume an understanding of this material, so readers unfamiliar with any of these topics should read the appendix for a basic introduction to this information. 6.4.1 NUMBER OF OPERATIONS The first step in evaluating the relative complexity of the design task was determining the number of operations required for subjects to complete each experiment. An operation, or "move," was for this purpose defined as a single click by the subject on the "Refresh Plot" button 92 of the Task GUL This action caused the output display on the GUI to be updated and the DSemulator program to record both the positions of the inputs and outputs and the time at which the subject pressed the "refresh plot" button in the database file created for each subject. A complete time history of each subject's performance during the experiments was thus accessible for review and analysis. As mentioned earlier, pressing the "Refresh Plot" button can be likened to iteration in the actual design process and is also similar to a mathematical operation in a numerical algorithm. Using just the records for the Series C experiments, because these experiments contained results for tests involving full matrices up to a size of n = 5 and well represented of the general spectrum of complexity of the design task experiments, the average number of moves required for each of the four matrices in both data sets was calculated. This data can be seen in Figure 6.6. Average Number of Operations Required by Subjects to Solve Fully Coupled Series C System vs. n (95% Confidence Interval) 500.00 450.00 400.00 0 350.00 300.00 - 0 E 250.00 - M0 2 W200.00 150.00 100.00 50.00 0.00 2 2 3 4 5 6 n (matrix size) FIGURE 6.6 - Average number of operations for Series C fully coupled matrix data. Regression analysis revealed that the number of operations required for human subjects to solve the fully coupled Series C matrix problems clearly scaled exponentially with problem size, with an adjusted R-square of 0.972 for the data, much like the full matrix task completion time data discussed earlier. After transforming the results of the regression equation back into the 93 exponential domain the equation describing the relationship between matrix size and operation count, as measured by the average number of presses by subjects of the "Refresh Plot" during each Series C design task, turned out to be y = 1.898e 100 8 6.4.2 COMPUTATIONAL COMPLEXITY To evaluate the relative complexity of the parameter design task, the number of operations required by human subjects to complete the Series C fully coupled matrix tasks was compared with the theoretical number of mathematical operations required to solve similar linear systems on a computer. This comparison was based on the assumption that the computer would use an algorithm employing A = L U factorization of the system followed by Gaussian elimination to find the solution to the problem. This efficient, polynomially bounded algorithm requires 2 3 -n 3 5 +-n 2 2 -- 7 n 6 operations (multiplications and additions), which means that the rate of growth of the computational complexity of the problem scales as the cube of the size of the n x n linear system being analyzed, and is thus 0(n 3 ). If the matrix has already been factored, and only Gaussian elimination is necessary in order to find a solution, then 2n 2 - n operations are required and the complexity is 0(n 2) The analysis of the number of operations required by human subjects to complete the design task problems, discussed in Section 6.4.1, revealed that an exponential scaling law was likely to govern this behavior. Based on the scaling law calculated from the experimental data the rate of growth function describing the number of operations required to solve fully coupled systems as a function of problem size is O(e1 .008"). As discussed in Section 6.4, the time required to solve a problem can also be used as a measure of its computational complexity [Traub 94 1988]. In this case the results describing the completion time for the Series C matrix experiments, and analyzed in Section 6.3, would indicate a scaling law of O(eI.2 13 ") for solving fully coupled systems. These two rates of growth are quite different, but both indicate an exponential increase in complexity with problem size. A comparison of some significant operation count based rates of growth is shown in Figure 6.7. This plot contrasts the number of operations required for human subjects to complete the design task with the theoretical number of operations required by a full numerical solution to the linear system and for just the Gaussian elimination portion of the algorithm. It is clear that even for systems of a small size, human performance is far inferior to that of an efficient algorithm that can be run on a computer. Moreover, the complexity of the problem from the human standpoint mounts rapidly, as evidenced by the exponential rate of growth function that characterizes the number of operations required to complete the task. As discussed in more detail in the Appendix, such geometric growth is highly unfavorable, and indicates that from a computational standpoint the problem will approach intractability as it becomes large. Average Number of Operations by Subjects Compared to Theoretical Number of Operations Required to Solve Fully Coupled Linear System (95% Confidence Interval) 500.00 450.00 400.00 350.00 A . 0 Human Subject - O(e~n) Numerical Solution - O(n3) o Back Substitution - o(n^2) -+ 250.00 200.00 E Z 150.00 100.00 50.00 0.00 1 2 3 4 5 6 n (matrix size) FIGURE 6.7 - A comparison of the relative complexity of the design task for humans and computers using an efficient algorithm. 95 It is worthwhile to note the interesting relationship between the complexity of the fully coupled design task from the standpoint of the human subjects and that of the numerical algorithm for solving linear systems. For human subjects the scaling law was O(e" 008"), if measured by the number of operations needed to complete the design task as a function of problem size, or O(e1 2 1 "n) if the time required to solve the problem was used as the complexity metric. Looking at these scaling laws a little more closely, it can be seen that e"00' ~ 2.74 and e1.213 ~ 3.36 , so one might reasonably claim that the scaling law for humans solving such fully coupled systems is roughly 0(3") while the numerical algorithm scales with problem size as 0(n 3). 6.5 OTHER ASPECTS OF DESIGN TASK PERFORMANCE This section examines in detail some other significant findings concerning how human subjects approached solving the problems posed to them by the design task surrogate experiment. 6.5.1 TIME PER OPERATION Interestingly, analysis of experimental data from Series C and F design tasks indicated that the average time subjects spent on each operation seemed to have no dependence whatsoever on the size or complexity of the matrix system the subjects were attempting to solve. For instance, the overall average time per operation for the fully coupled Series C matrix data was 4.18 seconds per move, with a 95% confidence interval of ± 1.32 seconds, and there was no apparent correlation with matrix size. For the uncoupled Series F matrices the result was similar, with an overall average time per move of 3.74 ± 1.15 seconds at a 95% confidence level. The average amount of time required for each operation as a function of matrix size is shown in Figures 6.8 and 6.9. Examination of the t-statistic for the slope, 8 , of the best-fit line for these data sets supported the hypothesis that the slope was actually zero. For the full matrix time per operation data shown in Figure 6.8, the t-statistic was 1.67, and for the uncoupled matrix data, in Figure 6.9, the t-statistic was 2.24. In order for the slope of the best-fit line to be assumed to be non-zero with any degree of confidence the value of the t-statistic should be well over two [John 1990]. As such, it is evident that time per operation was essentially invariant with respect to matrix size for both the fully coupled and uncoupled design task matrices examined. 96 Average Time per Operation vs. n for Series C Full Matrix (95% Confidence Interval) -------- 6.00 - - - ----- 5.50 - 5.00 4.50 CL 0. CL 4.00 - 3.50 E 3.00 - 2.50 - S2.00 1.50 1.00 -T2 1 3 4 5 6 n (matrix size) FIGURE 6.8 - Average time per operation for Series C experiments. Average Time per Operation vs. n for Series F Uncoupled Matrix (95% Confidence Interval) 65.5 5 2.5 4 C) 0. 3.52 < 2 1 .5- 2 3 4 5 6 n (matrix size) FIGURE 6.9 - Average time per operation for Series F experiments. 97 As previously discussed earlier in Section 6.4.1, the number of operations required for subjects to complete the fully coupled Series C matrix experiments scaled exponentially with system size. Similarly, regression analysis showed that the number of operations required for subjects to solve the uncoupled Series F matrices followed a linear trend with respect to matrix size, with an adjusted R-square of 0.855 for the best-fit line. This trend can be seen in Figure 6.10. Average Number of Operations Required by Subjects to Solve Series F Uncoupled System vs. n (95% Confidence Interval) 25 20 U, 0 1 0. E Z 10 5 - 0 1 2 4 3 5 6 n (matrix size) FIGURE 6.10 - Average number of operations for Series F uncoupled matrix experiments. In essence, this mean that the increase in the time required for subjects to complete the design tasks as they became larger seems to be driven almost entirely by the number of operations required, rather than the subject's need to think more carefully (i.e. for a longer period of time) about more complex or larger problems. At first glance this seems to indicate that the subjects might have been trying to complete the tasks by a random search method. However, for a number of reasons I'd like to argue that this is not the case. First of all, three or four seconds is in fact a great deal of time to think about a problem when the information processing speed of the human mind is considered. As discussed in Chapter 2, a basic information processing task can be completed by the mind in about 40 98 milliseconds, and even a something as complex as a comparison of digit magnitude or a simple mathematical calculation takes only a few hundred milliseconds [Dehaene 1997]. Another reason for the invariance of operation time probably lies with the volatility of the short-term memory. Information retained in the STM only lasts for a few seconds before it is forgotten, so if a subject wanted to store information about the design task's current state, change the value of the input variables, and then refresh the display to capture a "derivative" of the system's performance, it would have to be done rather quickly regardless of the design system's size in order to avoid forgetting the information. A final reason for my contention that random search was not exclusively or even primarily employed as a solution method by the experimental subjects lies buried in the data files that recorded every single move each subject made as he or she worked with the task surrogate program. As I'll demonstrate in the next few sections, most subjects who participated in the experiments, and all of those who performed well, did not use random search strategy but in fact carefully evaluated the system's behavior in order to converge more rapidly on a solution. 6.5.2 GENERAL STRATEGIES FOR PROBLEM SOLUTION During each experimental session the DS-emulator program monitored and recorded the position of the input variable sliders, as well as the new position of the output variables, each time the subject pressed the refresh plot button on the Task GUI. This compiled a detailed roadmap of how each subject interacted with the tasks presented by the design surrogate experiment, creating a clear picture of the task's state as a function of time. Database records of this type were compiled for all matrix systems presented to subjects during the primary set of design task surrogate experiments. Rather than examining all this data I chose to carefully analyze a subset consisting solely of the data from the 4 x 4 and 5 x 5 fully coupled matrix experiments from Series C. This was done for several reasons. First of all, the smaller design problems, like those represented by matrices of size n = 3 and lower, for instance, tended to be rather easy for the subjects to complete and could be solved in a few minutes with a small number of operations. So, the data set describing the system's state over time was not rich with information about the interaction of the subject and the design task and meaningful trends were not often evident. I also ignored the uncoupled Series F data sets for this same reason. Even though subjects completed this task through the 5 x 5 matrix level its simplicity, and the speed with which such problems were typically solved, made the detailed results far less informative than those of the more complex fully coupled systems. 99 After ranking the subjects' results for the 4 x 4 and 5 x 5 fully coupled Series C experiments in order of completion time I attempted to identify any traits that correlated with overall performance on the task, as measured by the time required for the completion of each design problem. A closer look this data, consisting of 19 separate tests in total, yielded some very interesting results and highlighted some clear differences between those who preformed comparatively well on the design task and completed it rapidly and those who did not. 6.5.2.1 GOOD PERFORMERS Plots of the magnitude of the average change in the input variables vs. operation showed that subjects who performed well on the design tasks tended to make large changes in the input variables early on in the experiment. This was followed by a period characterized by much smaller adjustments to the input variables that continued until the subject converged on a solution to the design problem. Subjects with the shortest times to completion, for either the 4 x 4 or 5 x 5 fully coupled Series C matrix tests, or both, all followed this pattern. Such behavior can be seen in Figure 6.11. Average Magnitude of Input Variable Change vs. Operation for 5x5 Series C Fully Coupled Matrix 6 CL C %4- a1) co > Q C fri I n F 0 20 40 60 80 100 120 Operation FIGURE 6.11 - Average magnitude of input adjustment vs. operation for a subject who performed well. 100 Output Variable Value vs. Operation for 5x5 Series C Fully Coupled Matrix 8 * 6 - ****, * * 4 0 2 - ** * 0. 0 - -3 .* * . 10 + 20 30 40 50 60 70 80 70 80 -2 0U -4 - -6 -8 -10 Operation Input Variable Value vs. Operation for 5x5 Series C Fully Coupled Matrix 15 10 5 0 10 .S 20 30 * 40 50 60 -5 -10 * * -15 Operation FIGURE 6.12 - Input/output value plots for a single variable. This subject performed well compared to others and solved the problem rapidly. 101 If the data for single input/output variable pairs for tasks that were completed in a relatively short time are examined the picture becomes even clearer. An example is presented in Figure 6.12, in which the lower plot shows the value of one input variable for a 5 x 5 matrix plotted with respect to operation number and the upper graph plots the value of its associated output variable, also with respect to operation number. Here, the subject spends some time at the very beginning of the experiment moving the input variable in question over a wide range of values, possibly to examine how the system would respond to changes in the input parameter. The flat response of the input variable from just before operation 10 to just after operation 30 is due to the subject examining the other 4 input variables one by one in a similar manner. During this time the output variable in the upper plot still moves because the system is fully coupled. Shortly before operation 40 the subject moves the specific input variable plotted in Figure 6.12 to an approximately correct solution position, that places the output variable near its target range, and then changes its value gradually while converging on an overall solution to the design problem. The behavior shown in Figures 6.11 and 6.12 was typical of subjects who performed well on the design task experiments and rapidly solved the problems presented to them. 6.5.2.2 AVERAGE AND POOR PERFORMERS In contrast, subjects who took longer to complete the tests exhibited very different overall performance characteristics. Often they would make small or medium-sized adjustments to the value of the system's input variables at the outset, and would continue on for some time in this manner before investigating the outer ranges of the input variables. This type of behavior can be seen clearly in Figure 6.13, and was most characteristic of those subjects whose performance on the design task experiments was about average as measured by completion time. The system input variable adjustments made by subjects who performed the worst on the design task experiments typically displayed non-converging oscillatory characteristics. In these instances, subjects made continual, large changes to the system input variables, as though they were hoping to find a solution to the design problem either by sheer luck or by randomly searching the entire design space. Such behavior caused the system to respond in a like manner, setting up an oscillatory cycle that did not converge toward a solution rapidly. This trend can be seen clearly Figures 6.14 and 6.15. 102 Average Magnitude of Input Variable Change vs. Operation for 5x5 Series C Fully Coupled Matrix 7 6 0 6C >0C 0 0 100 50 150 200 250 300 350 400 Operation FIGURE 6.13 - Delayed search of input variable ranges. Average Magnitude of Input Variable Change vs. Operation for Series C 5x5 Fully Coupled Matrix 2.5 - 2 4- o0)a) 1.5 0> I 0.5 0 100 200 300 400 500 600 Operation FIGURE 6.14 - Average input variable adjustment for a subject who performed poorly. 103 Figure 6.14 shows the average magnitude of input variable adjustment plotted vs. operation number for a subject who performed poorly. The behavior of such poor performers was characterized, as seen in this figure, by continual large adjustments of the input variables in an attempt to find a solution to the system. Output Variable Value vs. Operation for 5x5 Series C Fully Coupled Matrix 8 64$ 4- I * ~ A -2- ...*1 ?~: 4p~ -0 4, -2 - -4 S-60 ~* '~ +4 $4 * * 444 0 ** .4. 4. '-4* *~400. . .~ 4. .4 + $4 * 4 500 4%* . 600 I. 4. 4 4 4 -8-10-12 -14 Operation Input Variable Value vs. Operation for 5x5 Series C Fully Coupled Matrix 8 6 4 2 0 2D0 100 * * t, 500 400 300 . -- 4- 44e 600 4. + ., -6 * + -8 -10 - Operation FIGURE 6.15 - Input/output value plots for a single parameter from a subject who had difficulty with the design task. 104 Oscillatory behavior can be seen even more clearly in Figure 6.15, which plots the values for an input variable to the 5 x 5 fully coupled Series C design system and its associated output variable with respect to operation number, just as in Figure 6.12, except this time for a subject who required a relatively long time to complete the experimental task. The upper plot of the figure shows the output variable and the lower plot the input variable. Unfortunately, this tactic did not seem to pay off, as subjects who attempted this solution strategy consistently required the most time to solve the design problems. All of the data in the 50% of the 4 x 4 and 5 x 5 Series C matrix experiments with the longest completion times exhibited oscillatory or near oscillatory trends. 6.5.3 MENTAL MATHEMATICS AND THE DESIGN TASK Along with the other input-output dynamics discussed above, I was curious to see if there was any correlation between the amounts by which subjects changed the value of the system input variables and the length of time they spent considering their action. Also of interest was exploring any possible correlations between the magnitude of the subject's input variable changes and the proximity of the output variables to a solution to the design task. There were several reasons for investigating these factors. Experiments conducted by Dehaene et al. [1999] have suggested that the human mind has two possible regimes under which it carries out quantitative operations. These are "exact" calculation, which Dehaene et al. contend is language based and employs parts of the mind generally used for language processing to perform symbolic calculations, and "approximation," which is likely to be performed by a separate and specialized part of the brain. Approximate calculation is, of course much more rapidly carried out than exact calculation. I was curious to find out if the subjects were employing a rapid approximation regimen to get close to a solution followed by a more time consuming exact process to actually converge on the solution. This would be indicated by an increase, perhaps marked, in the time required per operation as the subjects moved the output indicators closer to the solution target ranges. Experiments have also shown that the human ability to compare numerical magnitude is a function of both the size of the numbers being compared and their proximity on the number line [Dehaene 1997]. As explained in Section 2.3.1, it takes longer for the human mind to accurately compare numbers that are large and also numbers that are similar in magnitude. These phenomena also suggested that the time per operation for the design tasks might increase as the subjects approached a solution. In this case the values of the output variables would be nearing that of the target ranges, so the necessary comparison might become more time consuming. 105 Careful statistical analysis of the results for the 4 x 4 and 5 x 5 Series C matrix tests indicated, however, that there was in fact no correlation whatsoever between either time per operation and the magnitude by which the input variables were adjusted or time per operation and the proximity of the output variables to the target ranges. Figure 6.16, which plots the average magnitude of a subject's changes to the system input variables vs. the time taken by the subject for each operation, is a representative example of the random dispersion of these values. It may be that the graphical nature of the DS-emulator interface somehow mediated or dampened the effects of the cognitive traits discussed in the previous paragraphs. Average Change in Input Variable vs. Elapsed Time per Operation for 5x5 Series C Fully Coupled Matrix . 3 . . . . . . . . 6 7 8 9 10 11 2.5 . 0. o 2 CD 0) 1.5 CM J 4 0- * 0 6 *as 4* . 1P .w-Av 1Zd . 44 0.5 0 2 3 4 5 12 Elapsed Time per Operation FIGURE 6.16 - Random dispersion of change in input variables with respect to time taken per move. 6.5.4 SOME GENERAL OBSERVATIONS ON TASK RELATED PERFORMANCE The brief interviews conducted with the subjects after they had completed the experimental tasks were generally quite revealing. Almost all subj ects indicated that they had difficulty with 4 x 4 and 5 x 5 fully coupled systems while smaller full systems and uncoupled systems seemed, in their view, to pose comparatively little challenge. Some subjects also 106 indicated that they found systems that had a predominance of negative coefficients particularly difficult. However, there was no indication in the data that these systems actually took any longer to solve than comparable full systems with mostly positive coefficients. Subjects who performed well in the experiment also had several traits in common. Most were able to discover that the a linear system was being used to model the design process, a fact that had not been disclosed to them during the training session in which the use of the DSemulator program was explained prior to the actual experiments. Also, most good performers indicated that they had developed a method or strategy for solving the design problems. Upon closer investigation this often turned out to be a method for simplifying their internal representation of the design problem, or more efficiently "chunking" the information presented by the experimental GUI so that it could be more readily manipulated. For instance one subject described mentally fitting a least squares line to the output variables, observing how this imaginary line changed as each input variable was manipulated, and then using this information to converge rapidly to a solution. Many of the differences between "good" and "bad" performances on the design task surrogate seemed to echo what is generally understood about the interaction of humans and complex dynamic systems. D6rner has noted that in his experiments on human/system interaction "good" participants usually spent more time up front gathering information (i.e. exploring system behavior) and less time taking action while "bad" participants were eager to act and did little information gathering. He also found a strong inverse relationship between information gathering and readiness to act [D6rner 1996]. Interestingly, these differences also reflect the distinct characteristics of "novice" and "expert" designers found by Christiaans and Dorst [1992] in their study, which I discussed in detail in Chapter 3. As Figures 6.12 and 6.15 will attest, subjects who performed well on the design task also spent time at the beginning of the experiment evaluating the system, whereas those who did not simply forged ahead in an unproductive manner. The oscillatory performance and frequent overshooting of the target values by some of the subjects on the more complex design problems also fit with D6rner's observations about the general difficulty humans have with generating accurate mental models of dynamic systems, as discussed in Section 2.3.4. It seemed that the subjects who performed the worst on the complex design tasks were generally unwilling to change their ineffective strategy even though it was clearly not working (see Figure 6.14), and those that were able to reevaluate the system and their approach when their current strategy was failing (i.e. the subject depicted in Figure 6.13) were in the minority. 107 6.6 LEARNING, EXPERIENCE, AND NOVICE/EXPERT EFFECTS An investigation into learning effects using the design task surrogate confirmed findings on this topic by cognitive science and design investigations conducted by Chase and Simon [1973], Simon [1989], and Christiaans and Dorst [1992]. As discussed in Sections 2.3.3.2 and 2.3.3.3, increased domain-specific experience should allow a more sophisticated mental framework with which to structure a problem solving task. Moreover, expertise also allows more efficient search of the problem space, through the use of experience-based heuristics, and for relevant problem information to be more easily stored and manipulated in the short-term memory because it can be "chunked" more efficiently. As part of the primary set of experiments, five additional subjects were presented with the Series C fully coupled 2 x 2 design task, and instructed to solve the problem eight times. Each time the position of the target ranges, in other words the solution to the design problem, was changed but the matrix describing the design task was left unaltered. The time it took for subjects to complete each of the eight repetitions of the experiment was recorded, and the overall results are shown in Figure 6.17, which plots average completion time vs. number of experiment repetitions. Average Completion Time for 2x2 Series C Full Matrix Experiment vs. Number of Repetitions of Experiment (95% Confidence Interval) 95.00 85.00 75.00 - E 65.00 - 2 55.00 45.00 - 0 35.00 25.00 15.00 5.00 0 1 2 3 4 5 6 7 8 9 Number of Repetitions of Experiment FIGURE 6.17 - Average design task completion time vs. task repetition for 2 x 2 fully coupled Series C matrix. 108 If the number of times the design task is repeated is equated to the acquisition of domainspecific experience then, as can be seen in Figure 6.17, domain-related experience indeed translates into significantly improved performance on the design task. On average, it appeared to take about two iterations of the exercise for the subjects to develop a good mental model of the design problem. After this point, average completion time for the task dropped by about a factor of two and appeared to stabilize at around 30 seconds. It is evident that once the subjects developed a clear understanding of the system with which they were interacting, the design task became much easier. 6.7 SUMMARY A brief summary of what was learned through the design task experiments is in order before moving on to discuss the results and their implications in more detail in the next section of the thesis. From the research conducted using the surrogate program I concluded that: * For a given type of system, as the problem size increased the time required to solve the system increased as well, regardless of the characteristics of the matrix representing the system. " Task completion time scaled geometrically for fully coupled matrices and linearly for diagonal, uncoupled design matrices. * Matrix size was the dominant factor governing the amount of time required to complete the design task, with the degree of coupling in full matrices having a secondary but noticeable effect on problem difficulty. " The most difficult matrices for subjects to deal with were actually not full but almost full. These matrices combined the complexity of a full matrix with some of the structural randomness generally associated with certain types of small sparse matrices. " Other matrix characteristics examined, such as the sign of coefficients, for instance, did not appear to affect task completion time. " The number of operations required for subjects to complete each problem increased exponentially with matrix size for fully coupled matrices and linearly for uncoupled matrices, but the average time per operation remained roughly constant regardless of problem size or structure. 109 " The computational complexity of the design task was governed by a geometric rate of growth function, O(3"), for human subjects, while for a computer using an efficient numerical algorithm to solve a similar problem the task complexity scaled as 0(n'). * The time per operation and the magnitude by which the subjects changed the input variables did not appear to be correlated. Nor did time per operation and the proximity of the output variables to the solution target ranges. " A "two regime" approach to problem solving, as discussed in Section 6.5.3 with regard to research conducted by Dehaene et al. [1999], was not indicated by the results. However, it is unlikely that the DS-emulator program was set up to properly explore such behavior. " By practicing a specific problem subjects were able to reduce the amount of time they needed to solve a given system. This learning effect can be equated with the acquisition of domain-specific knowledge, an improved mental representation of the problem, and the superior information "chunking" ability that develops with experience and allows a more efficient and rich problem representation to be stored in the short-term memory and manipulated by the working memory. * Likewise, subjects who required the least amount of time to complete the set of experimental tasks were also the ones who came up with a clear mental problem representation and an explicit method for finding a solution. There were obvious differences between the ways "good' and "bad" performers approached finding a solution to the design problem. 110 7 CONCLUSIONS, DISCUSSION, AND FUTURE WORK As I have shown, fully coupled design problems become difficult quite rapidly as their size, degree of variable coupling, and complexity increases. It is likely that a major cause for this is the limited nature of human cognitive capabilities. Capacity and time limitations in the shortterm memory and working memory place limits on the amount of information that can be processed by the human mind at any given time. These and other cognitive characteristics conspire to cause problem-solving ability to degrade rapidly as the amount of information necessary to accurately model the problem exceeds the mind's information processing capabilities and place clear limits on the ability of designers to perform design tasks. Despite the difficulty posed by large, coupled systems an important factor to keep in mind is that small coupled systems are not really all that problematic for the designer, even when compared to uncoupled systems. This was clearly demonstrated through the design task surrogate experiments and can be seen to best effect in Figure 6.3. What I believe is the important factor, however, is not the actual size of the coupled system per se, but its "effective size" or "effective complexity." By "effective complexity," of course, I refer to Gell-Mann's definition of this term as, "the length of a concise description of a set of [an] entity's regularities," or the degree of regularity displayed by a system [Gell-Mann 1995, Horgan 1995]. As a result the comparative difficulty of a design problem can depend many factors, such as the designer's experience and skill in the domain or the presence of external problem solving aids (i.e. CAD and other tools). Naturally, experience and the benefits it incurs, like improved information chunking and problem structuring abilities, are the key to circumventing limitations related to human information processing capacity. Such expertise allows the problem, if large, to be expressed in more sophisticated and complex "chunks" and facilitates analysis of the problem space or execution of the familiar task. Just as the experienced driver releases the gas pedal, engages the clutch, upshifts, and accelerates without giving much thought to executing the individual actions, a skilled designer is able to shift many of the basic trade-offs inherent in the design process to a lower, more subconscious level, thus utilizing the limited mental information processing resources that are available more efficiently. Experience with a given task, as investigated discussed in Sections 2.3.3.2, 2.3.3.3 and 6.6, causes it to become easier, requiring less time and mental effort. This can be seen more clearly in Figure 7.1, which graphically depicts some of the theoretical effects of increased experience on task performance. As experience with a particular activity of certain complexity and scale is gained, its apparent difficulty should decline asymptotically towards some lower 111 bound, as shown in the left-hand plot of the figure. I still contend that there is likely to be a geometric relationship between problem difficulty and problem size, but what is a large problem and what is small depends largely on the designer's level of expertise and the presence of tools that confer experience-like advantages. The acquisition of expertise or the availability of problem-solving tools shifts the exponential difficulty vs. problem size curve, presented in Section 6.3.1, to the right, making previously intractable problems manageable. Changes in Task Difficulty and Apparent Task Size and Complexity with Increasing Experience Increasing Experience Experience of Designer | Apparent Task Size and Complexity FIGURE 7.1 - Theoretical effects of increased experience on task performance. These factors all point to a clear need for a more anthropocentric approach to the design process. There is presently little interaction between the design and cognitive science fields, and it is my contention that these fields have a great deal to offer one another. It is particularly important that the product design and development field pays more attention to the characteristics of the designer. Human ability to evaluate parameters along even one axis of comparison is limited and design of any type involves constant trade-off along many such axes. Thus, one major focus of design research should be on the development of tools that facilitate this type of activity in order to relieve cognitive stresses imposed on the designer. More effort should be expended on how human limitations affect the design process at all phases, from conceptual 112 design to process optimization and other more organization-related aspects of the product development task. It is my belief that a better understanding of the designer's ability to deal with coupled systems will also allow more informed decisions about when to decompose a design problem and when no to do so. As Krishnan et al. [1 997b] have noted, sequential decision making activity in the design process can lead to hidden inefficiencies that degrade the performance characteristics of the design. This is due to the fact that when design decisions are taken in sequence, decisions early in the process constrain subsequent choices and can cause a hidden quality loss in the design process. Because such phenomena are becoming more frequent, due to the increasing complexity of designs and the design process and the resulting increase in conflicting design parameters, it is now more important than ever to address them effectively. An understanding of the "price" of coupling (i.e. that task difficulty and/or cycle time are likely to increase exponentially with the size of the coupled block) is a first step towards putting this issue into sharper focus. The findings I have put forth in this thesis might be used to develop a quality loss penalty that allows trade-off between problem size, coupling, and other project variables to achieve optimal coupling such that the time and cost of project is reduced and quality maximized. For instance, the physical integration of a design could be traded off against the development process cycle time, or time to completion against various arrangements of the project Design Structure Matrix. As stated earlier, systems of a small size, even when fully coupled, seem to pose no problems for the designer. However, the general difficulty that subjects had with coupled systems of larger sizes indicates that this will be a fruitful are for further research. There is likely to be a high gain from added experimentation and modeling of these systems, and tools developed to assist designers with such coupled blocks should significantly improve both the efficiency and the end results of the design process. As pressure mounts to reduce project cycle time and improve design quality and robustness, viewing the product development process from an anthropocentric point of view will confer other advantages. Although sophisticated and useful models of cycle time have been proposed (see, for instance, [Carrascosa et al. 1998]) the uncertainty that is introduced by the cognitive limitations of the human agents involved in the process has not been adequately included in these models. This will benefit upstream product development activities, such as project planning and resource allocation, where most of the resources expended in the effort are actually committed. 113 A richer understanding of the characteristics of the individual human agents involved in complex collaborative design processes will also be significant for the software-based distributed design environments currently being proposed or implemented. The facility of these distributed environments is in part based on the decomposition of a design project into tractable subproblems, so the need for optimal decomposition of design tasks is clearly critical for the success of such tools [Pahng et al. 1998]. Moreover, as the true purpose of computer-aided design systems is to minimize the overall cognitive complexity facing the designer or engineer, many other critical activities such information management and human interaction will require the development and integration of additional support tools sensitive to human information processing parameters. Again, a clear view of the designer and the design process from a cognitive science perspective is necessary to achieve these goals. However, further investigation will be needed to determine how exactly the cognitive limitations of individual designers interact with and impact design projects conducted within a collaborative decision-making and analysis framework. 114 THESIS REFERENCE WORKS Alexander, C. (1964). Notes on the Synthesis ofForm, Harvard University Press, Cambridge, MA. Altshuller, G. S. (1984). Creativity as an Exact Science, Gordon & Breach Science Publishers, New York, NY. Anderson, J. R. (1987). 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Unfortunately, the existence of an algorithm for a particular problem is not a guarantee that it is actually solvable. The time requirements for computation may be so extreme that the problem, while theoretically solvable, is effectively intractable [Lewis 1981]. A good example is the classic traveling salesman problem: A salesman must visit nine cities and is interested in calculating a route that minimizes the distance traversed. If there are n cities to be visited, then the number of possible itineraries that must be evaluated is (n -1)!=Ix 2 x 3 x ... x (n -1). This is a large number of routes to evaluate (40,320 to be exact), but by using a computer it is probably a feasible task. But what if n were larger? Thirty cities? Fifty cities? In this case the number of routes would be 49!, or 6.08x10 62 possible itineraries. Unfortunately, even if it were possible to evaluate a billion routes per second, it would take 1.92x1042 years to find the optimum solution to this problem! The fact that the universe is around 12 billion years old puts this amount of time into proper perspective [Watson 1998]. A.2 RATE OF GROWTH FUNCTIONS So, what to do? How does one know if a problem can be realistically solved? A good way is to look at the time complexity or computationalcomplexity of a problem, in other words the amount of time or number of operations required to solve a problem. A good upper bound on this complexity can be determined by developing rate ofgrowth functions for specific classes of problems. To do this the number of operations required to find a solution to a problem using a certain algorithm are calculated [Lewis 1981]. Usually operation counts can then be expressed as some type of polynomial or other similar function of problem size. 120 As with limits, the most significant factor governing how problem size affects the amount of operations required to find a solution turns out to be the highest order term the function. Rates of growth are notated by f = 0(g), where f is the rate of growth function and g is the highest order term, minus its coefficients, in the function describing the number of operations or the time required to solve a certain problem. For example, if f = 3n 2 + n operations were required to calculate a solution to a certain class of problem, then the rate of growth would be of order n 2 , and could be expressed as 0(n 2). A.2.1 IMPORTANT CLASSES OF RATE OF GROWTH FUNCTIONS As it turns out, the idea of rates of growth allows computationally complex problems to be separated into a number of distinct and significant categories. Comparing rates of growth makes it possible to evaluate how efficient an algorithm is for a particular task, and also provides information about how the time complexity will change as problem size increases. Two of the most important classes of problems, and certainly the most interesting to compare in light of the focus of this thesis, are those bounded by polynomial and exponential growth rates. Problems for which the operation count scales as a polynomial are said to be solvable in polynomial time, while problems with exponential rates of growth a solvable in exponential time. Problems solvable in polynomial time, or whose operation counts are bounded by a polynomial function, such as f = n log(n + 1), are classified as polynomial-time decidable and denoted by the symbol pV. As exponentially scaling problems become large they often become essentially intractable from a computational standpoint. Thus, one test for whether or not a problem is solvable in real-world terms is if a polynomial-time decidable, rather than exponentially bounded, solution algorithm actually exists. In all cases, the rate of growth of exponentially bounded computations is much faster than that of polynomial growth rates [Lewis 1981]. This can be seen 121 in the following demonstration, which compares the growth rates for generalized polynomial and exponential functions. Assuming a general exponential function q(n) =a", a >, and a general polynomial p(n)=akn'+..+ain+ao, we wish to show that p = O(q) but q nk= O(a) and a"n O(p), which is equivalent to showing that O(nk). So, let z(n) = ek(Inn/n) so that nk= (z(n))n. Since the log n / n factor in the exponent approaches zero as n becomes large, and since e0 a for all n > No. < a , a value of No may be chosen so that z(n) So, it follows that if n > NO , then a nk = zn) thus n -O "(a). To show that a" # O(nk), the ratio anInk must be shown to be unbounded. If we write a"/nk as n n n n 122 it can be seen from the argument that nk a is true for large n . This is equivalent to a n >1 k+1- and from this it can be seen that the ratio a"/nk is in fact unbounded [Martin 1991]. Thus, the value of any exponential function eventually surpasses that of any function bounded by a polynomial rate of growth function. A.2.2 A PRACTICAL EXAMPLE Factoring and solving a system of N equations in N unknowns is a well-characterized problem. Because this process is so similar to what human subjects were trying to do when solving design problems having fully coupled parameters during the experiments that were conducted as part of this research, it is worth comparing the two approaches in terms of their computational complexity. An efficient algorithm for numerically solving a n x n linear system, Ax = b, first involves triangular factorization of the matrix of coefficients, A, into a lower triangular form A = LU . This process requires N >(N- p)(N ~ -- 1)= mtp3 multiplications and divisions, and 123 N'-N 3 a IN V 2N' - 3N 2 + N L(N -p)(N -p) =6 6 p=1 subtractions. After the A = L U factorization is complete, the solution to the lower-triangular system Ly = b requires 0 +1+...+ N - =-(N2 - N) 2 multiplications and subtractions. Then, the solution of the upper-triangular system Ux = y requires 1+2+N= (N 2+ N) 2 multiplications and divisions, and 0++...+ N -= -(N2 - N) 2 subtractions. Thus, a total of 2 N3+5 N2_7N -N ~-Na+-kN2 3 2 6 operations are required to factor and solve the system. (Mathews 1987) Thus, the growth rate of the computational complexity of evaluating a n x n linear system is 0(n3 ). It is clear from the previous equations that the bulk of the effort involved in solving a linear system in this manner comes from factoring the coefficient matrix A. One advantage of the A = L U decomposition is that if a system with the same coefficient matrix is to be solved over and over again, with only the column vector b changing, it is unnecessary to recalculate the triangularization of the coefficient matrix each time [Mathews 1987]. If such is the case, then the 124 number of operations required to evaluate the system drops to N 2 multiplication and division operations and N 2 - N subtractions, and the order of the rate of growth function is reduced to O(n 2) Examining the relative growth rates of problems of order 0(n'), 0(n 2 ), and O(e"), provides an interesting comparison. In the end the exponential growth rate is always the most unfavorable. Polynomial and Exponential Growth Rate Comparison 500 - - -- - -- - - -- 450 400 350 300 ~* polynomial, f=O(nA2) + polynomial, f=O(nA3) 250 - + 200 - A exponential, f=O(e 150 100 - 50 *..t4*:** E 0 0 1 2 4 3 5 6 7 n FIGURE A.1 - Polynomial and exponential growth rate comparison. 125 n)