Wednesday, February 8, 2012

MORE New and Amazing Technologies of 2012

World's First 3D Printed Lower Jaw Implant


This 3D printed titanium lower jaw implant has been created by Washington State University researchers. An 83-year old patient with a serious jaw infection received the first jaw implant. This jaw implant has given the patient the ability to bite again. 


Squid Fitness Monitoring Shirt


This shirt keeps track of your gym progress. Squid is a set of electromyography sensors attached to a box that pushes your workout data to a smartphone application, which will then give you a detailed overview of your progress.

Non-Surgical Procedures Repairs Severed Nerves in Minutes


U.S. Researchers have developed a nonsurgical technique that can repair severed nerves in minutes. Professor George Bittner and his colleagues at the University of Texas at Austin Center for Nueroscience have developed this simple, inexpensive procedure. The procedure quickly heals severed peripheral nerves. This new procedure can help patients fully recover and be able to function at their fullest strength in days or weeks.

I have spent one hour on this assignment.

Design of Design - Summary of Chapters 8 - 10

Chapter 8: Rationalism Versus Empiricism in Design
Rationalism versus Empiricism

  • Can one person alone design a complex object correctly by a sufficient thought?
    • The answer can be given in two way depending perspective.
      • Empiricists would believe one person cannot.
      • Rationalists would believe one person can.
  • These two perspectives can be broken down into thoughts deeper.
    • Empiricist believes that man is inherently flawed and could repeatedly have an urge to do things wrong.
    • Rationalists would believe man is inherently sound. Man can make mistakes, but can also fix these mistakes with education and maturity.

Software Design

  • Rationalists would believe that computer programs are mathematical objects fashioned in abstraction and made correct by proof.
  • One should design software to be correct, and then prove the design is correct.
  • Empiricists would believe that humans will inevitably make mistakes. 
  • Firm faith in fallibility can be a good thing because it allows for important decisions to take place early on in the project, for instance, design, early prototypes, early user testing, iterative incremental implementation, testing on a rich bank of test cases, and regression testing after changes.

I Am a Dyed-in-the-Wool-Empiricist

  • Brooks mentions that only twice in his life has he written a program that worked correctly the first time and did what he wanted it to do.
  • However, Brooks desk-checked the 1,500 line code meticulously before running the program for the first time.
  • This experience is an existence proof for the possibility of rational design for correctness. However with real people, it is hard to maintain the motivation of repeatedly checking code.
  • Designing program in a correct way, to show that operating system are designed and implemented correctly, people use formal proof methods to prove this.
  • Kernel is probably as far as the correctness proof techniques should be applied.
  • Harlan Mills and his colleagues developed a "cleanroom" technique for correctness-proving. People are divided into teams, the design group explains why their design is correct, while other challenge the argument and assumptions.
  • "Formal proof of correctness is usually infeasible; abandoning all effort of systematic verification is dangerous..." (Brooks, 108).

Rationalism, Empiricism, and Correctness in Other Design Domains

  • Designers have only attempted to prove correctness by formal method in software engineering.
  • Software design in which no material is involved is like organization design.
  • People now do rigorous analysis on mechanical parts, from stress, vibration, to acoustic analyses.
  • Real-time videotaped walk-through can help guide architects and clients through simulated use scenarios of buildings/other developed objects.
  • With this extensive empirical analyses comes greater iteration in the design process.
  • Can one person alone design a complex object correctly with a sufficient thought alone?
    • The answer is NO, testing and iteration are in practice necessary.

Chapter 9: User Models -- Better Wrong than Vague
Explicit User and Use Models

  • Experience designers start by writing everything they know about the user, purpose of use, and mode of use so far. Designers who are wise also write down things that they don't know but can assume about the user.

Really?

  • Not very many designers want to do that extra work before starting on a design. However, it is a necessary practice, and doing so will improve the designer's design practice.

Team Design
  • All designers have some visual idea in their minds of how the user will be able to use this object/device. 
  • The exercise of having the same user model and the same use model is rare because the members of the team usually believe that they share a common set of assumptions. 
  • However, assumptions can be wrong sometimes, then differing models can yield to inconsistent designs in the team.
  • Complex Designs.
    • With the growth of complexity, the need for explicit use models increases. 
    • For example, a shovel can be used to move snow, grain, coal, etc. For that reason, it is important to explicitly state what it's needed for.
What If the Facts Are Not Available?
  • Most designers are confronted with the fact that they don't know much about the object when they start creating a use model.
  • Example: Product that routes and schedules school buses. You have to look at time constraints, number of buses, number of drivers, geographic distribution of pupils, etc. 
  • "As the questions get harder, the answers get vaguer" (Brooks, 116).

Guess!
  • Once a designer has move beyond questions that can be answered, he should guess a set of attributes in order to develop the user and use models.
  • Writing down the values can create something concrete which can then be easily criticized and debated on.
  • Most important questions
    • Which assumptions matter?
    • How much?
  • Assumptions always remain debatable in the end.

Better Wrong than Vague!
  • How can a designer assume details about uses and users?
    • The answer is without even thinking about it, you're going to make these assumptions.
  • Wrong assumptions are better than vague ones cause wrong ones get questioned.

Chapter 10: Inches, Ounces, Bits, Dollars -- The Budgeted Resource
What's the Budgeted Resource?
  • "Within any design, there is at least one scarce resource to be rationed or budgeted" (Brooks, 120).
  • If a design team wants to have conceptual integrity, then they want to name the scarce resource explicitly, track it publicly, and control it firmly.

Often Not Dollars
  • Some budgeted resources that are not dollars:
    • Inches of oceanfront, in a beach house
    • Ounces of payload, in a spacecraft—or in a backpack
    • Memory bandwidth, in any von Neumann computer architecture 
    • Nanoseconds of timing tolerance, in a GPS system 
    • Calendar days, on an asteroid-interception project
    • Resident kernel memory space, in OS/360 design
    • Program hours, at a conference 
    • Pages, on a grant proposal or a journal paper 
    • Power (and stored energy) on a communications satellite 
    • Heat, in a high-performance chip 
    • Water, on western farmland 
    • Student learning hours, in a degree curriculum 
    • Political power, in an organization’s constitution 
    • Seconds, even frames, in a film or video 
    • Hours of access to the track per day, in London Underground engineering and maintenance 
    • Format bits, in a computer architecture 
    • Hours or minutes, in a military assault plan

Even Dollars Have Flavors, and Surrogates
  • "Even when cost is in fact to be the budgeted commodity for a design project, cost varieties must be considered" (Brooks, 121).
  • Most designers adopt surrogates as their budgeted resources when it comes to money. 
  • Surrogates have several advantages:
    • Simpler.
    • More stable.
    • Designers can work with them long before they are aware of the ratio between surrogate and dollar.
  • However, surrogates can lead one astray.

The Budgeted Resource Can Change
  • Which resources are critical can be determined in the shifts in technology, since they change, so we are not aware of when some resources are in high demand.
  • Budgeted resources can change in the middle of a design because as we learn more about the project, we become smarter and know what resources are wiser to use.
  • Robert Ruthrauff built a performance simulator and got it running, but the results were horrifying. As time went on, the project's budgeted resource switched from memory bytes to disk accesses.

So What?
  • Identify Explicitly
    • A project manager normally begins by analyzing the constraints and objectives, then identifies explicitly the budgeted resources. 
    • Often schedule may become the budgeted resource, if a company wants to be the first to market their new product.
  • Track Publicly
    • The whole teams should be aware of the current budget for the critical resources. 
  • Control Firmly
    • For critical resources, it is wise for the project manager to keep a few of these resources allocated and hidden, just in case, it is needed.
I have spent 2 hours on this assignment.

Tuesday, February 7, 2012

Anderson Center for Entrepreneurship and Innovation

The Boyd Venture Fund - Spring 2012
 
This fund is administered by the Anderson Center for Entrepreneurship and Innovation in the University of Tennessee, Knoxville, College of Business Administration. This program allows students at UTK to earn money to kick-start their business ideas. 
  • To qualify for the fund, students must have already established a business, meaning tax ID, state business license, LLC, etc. 
  • To apply for the grant, students representing the business should submit a summary of the business, a pro forma budget, and a detailed statement starting where and how they plan on using the funds to move the business forward.
  • Deadline for grant: April 24, 2012
  • Up to $20,000 will be awarded. The money can be allocated among several different companies or just to one company.
  • Grant committee considers the following:
    • Need for capital
    • Viability of the business concept
    • Growth potential 
ACEI Business Plan Competition
  
This competition allows new entrepreneurs to explore their ideas, as well as receive aid with challenging decisions or help with uncertainties. The entrepreneur's Business Plan helps guide the founding team and provides advice that will allow them to get a path towards success.
  • Requirements: Team leader of the project/business must be enrolled in a UT degree program on the Knoxville campus.
  • Awards are given in two categories: 
    • Technology-enabled growth businesses
    • Lifestyle businesses
  • Teams must submit business plans with detailed concept information including main point, solution, competitive advantages, and business model. 
  • Teams selected into the second round must then conduct a 20 minute presentation and a 5 minute Q&A session. 
  • Finalists will then make a 5 minute pitch and 20 minute Q&A session with judges.
  • Prizes
    • Technology Enabled Growth Business Category
      • 1st place - $5000
      • 2nd place - $3000
      • 3rd place - $2000
    • Lifestyle Category
      • 1st place - $5000
      • 2nd place - $3000
      • 3rd place - $2000
Previous Winners of the ACEI Business Plan Competition 
 
Left to right:
  • Colleen Cruze
  • Seth Elliott
  • Joey Natour
  • Kristine Palmer
  • Emily Ryan
  • Tevin Manuel
  • Jordan Peace
  • Austin Eldridge
  • Nate Buchanan
I have spent 2 hours on this assignment.

Anti-Counterfeiting Trade Agreement (ACTA)

Comments
  • ACTA is a treaty launched by Japan and the United Sates in 2006 to protect copyright infringement, counterfeit products, and pirated goods. With this treaty, the two countries were hoping to boost the financial standing of their economy. Nowadays, so many right holders and legitimate businesses face financial losses due to inadequate protection of their rights.
  • The treaty explains how it would enforce this treaty, for instance, with civil enforcement, violators would be prosecuted in court. Also the courts would be given rules on how to use these powers. The treaty would also focus on what items cross their borders to prevent counterfeiters from selling fake goods. For the treaty to have its full effect, countries will need to work together and create a kind of international cooperation.
  • In my opinion, the treaty has been created for all the right reasons, so why are people protesting against this treaty?
    • The answer is simple. People feel that this treaty is infringe upon their rights of privacy, civil liberties, innovation, freedom on the web, and legitimate commerce.
    • Protesters of ACTA want the Internet to be used freely by citizens where the people are responsible for posting illegal content, instead of the Internet provider or file hosting websites.
    • Protesters feel that ACTA blocks their free speech.
How would we, the people, be violating ACTA?
 

The above text is an excerpt from ACTA. "Intellectual property" can be referred to everything from patents, trademarks, images, and perhaps even ideas. That would mean that if we ever wanted to use an image of a company in a presentation or a video, we could possibly risk getting prosecuted for the "infringement of intellectual property rights". 

ACTA could cause valuable sites like Google, Youtube, Wikipedia, etc to shut down. Spoofing, fan art, fan comics, fan fiction could also be violating ACTA, also none of the money gained from lawsuits would go to the right holders.

"Without prejudice to the provisions of Article 29 (Management of Risk at Border), each Party shall endeavour to exchange with other Parties:

The above text is an excerpt from ACTA. Sharing educational knowledge that someone has paid for would violate ACTA. If that is the case, then ACTA would pretty much be hindering the growth of innovation. How are people suppose to develop new invention when they are not allowed to share ideas? It would be impossible for new things to be created without the risk of being sent to jail cause of ACTA.


The above text is an excerpt from ACTA. Websites and companies would be required to log IP addresses and Internet usage, which would be taking legal rights away from people. Social websites like Facebook, Skype, etc would be required to listen to online chats, which would violate freedom of speech given to the people as a legal right. 

ACTA prevents people from trusting websites or even sharing information online because of its widespread monitoring of communication if ACTA was to be enforced.

Monday, February 6, 2012

Design of Design - Summary of Chapter 7

Chapter 7: Telecollaboration
Why Telecollaboration?

  • Specialization
    • Super-specialization of skills now requires much collaboration, but any particular type of specialized skill isn't available at every place. 
  • Home
    • Specialized skills and telecollaboration technology allows people to live in one place and work in another place. 
  • Around the Clock
    • Time change between countries on this planet allows for people to be working constantly during their day shifts in different parts of the world. Hence, someone is available at all times.
  • Cost
    • Highly skilled workers are available at low costs via outsourcing.
  • Politics
    • The government helps international businesses work in a full telecommunication collaborative environment to create engineering designs such as the Airbus 380.

Been There, Done That -- Distributed Development of the IBM System/360 Computer Family, 1961-1965

  • The IBM computers were developed across three countries in four different locations.
  • Each component of the computer was developed in places where there was specialized skills and experience for that device/hardware.
  • Many innovative design have taken place with the idea of telecollaboration including the I/O devices.
  • To achieve the set goals, thousands of phone calls and documents were exchanged, as well as face-to-face meetings took place.
  • Distribution development effort was given importance by the same forces as usual:
    • Distributed technology specializations
    • Immovable talent pools
    • Interdivisional politics and distribution of work
  • Distributed development of a unified product is a lot of work. Also there are many barriers such as, time zones differences, cultures differences, etc.

Making Telecollaboration Work

  • Telecommunications technology continues to explode.
  • Face-to-Face Time Is Crucial!
    • The most successful telecollaborations have been achieved with extensive face-to-face time. 
    • Talks about IBM paying to take their employees to another location 60 miles away via bus, so employees can physically go and discuss the development of project/product.
    • People instinctively know the value of face time.
  • Clean Interfaces
    • Clean interfaces are hard to make, changes always occur, hence everyone must know about the changes made, and how they are controlled.
    • Clean interfaces make little error design, hence paying off later for the costly labor.
    • Designing becomes fun with a clean interface.
Technologies for Telecollaboration

  • People predict that telecommunication technology will become the main form of communication in the future. 
  • Low Tech Often Suffices
    • The Document.
      • The most potent form of telecollaboration technology is the document shared, where people share formal drawing that demand studying, critiquing, and interacting among people.
      • Word is the modern day equivalent of red-marked drafts since it keeps track of changes that have made, and also color codes changes to show who made what changes.
    • The Telephone.
      • Telephone is next to the document in the level of importance. Instant messaging and email are poor forms of communication.
    • Telephone-Plus-Shared-Document.
      • This method is more powerful than either alone. People can share documents as well as explain to each other misunderstandings that may have taken place, or explain something more specifically that might not be detailed in the document.
  • Videoconferencing
    • "Game-changing" tool for telecollaboration!
    • With improved technology, videoconferencing has many advantages:
      • Better field of view.
      • Better sharing of documents and presentations.
      • More resolution.
      • Better depth cues.
    • When is Videoconferencing Most Valuable?
      • Allows people to exchange body language and facial expression.
    • High-Tech Videoconferencing.
      • With high level of technology used while videoconferencing, individuals can share 3D models and images, as well as create the maximum-realism of the product.
    • Telecollaboration Technology -- Pulled or Pushed?
      • Most of the tools and system spring from a technical idea rather than analysis of need or patterns.
I have spent one hour on this assignment.


Thursday, February 2, 2012

More on Frederick Brooks

Summary of the WSOM Design Requirements Workshop - Day 1 Video (12:20 - 24:00)


What's Wrong with this Model?
Brooks claims if you follow this model, you typically miss fresh products. This model is a great way to get follow-on products. Everyone building mainframe computers never once thought about minicomputers. Everyone of the minicomputer manufacturers missed the microcomputers, another sociological issue. Some of the mainframe computer manufacturing , having missed the minicomputer revolution, got into the microcomputer revolutions.


Brooks says amateurs make little mistakes, experts make big mistakes. Talks about OS/360 JCL - the Worst Language ever created; Brooks was the one who managed the creation of this language. This language wasn't designed, it just grew as needs appeared. The DD card in particular.


Desiderata, and the waiting desiderata brings with it. Desiderata keeps changing, hence very time consuming. As desiderata changes, weights change as well. Usually we don't know the design tree, until we explore it, and we see whole new subtrees. Constraints keep changing.


Bacon assigned Brooks a task to design a special computer for payroll. One of the characteristics of payroll is the legal contexts. It changes every year. Shows an example of his house. The house is constrained with rooms which are also constrained with certain amount of space in each room. Brooks spent 6 weeks trying to fix the space for his house extension because of space restrictions. Talks about how he solves this problem by buying land from neighbor.


Rational model is wrong; it does not describe what really goes on in any complex design. German Mechanical Engineering Association adopted the model as a national standard for doing designs. It doesn't describe how real expert designers work, and it can give bizarre results.


I have 3 hours on this assignment.



Wednesday, February 1, 2012

Design of Design - Summary of Chapter 6

Chapter 6: Collaboration in Design
Is Collaboration Good Per Se?

  • Brooks mentions how great the idea of different minds collaborating together to create a design, and everyone in society these days thinks it's a great thing, however Brooks argues that collaborating isn't universally true. He argues that most of the great engineering that took place in the 19th and early 20th centuries were created by either one single mind, or two minds working together. Team design is a modern standard for good reasons, of course, however, Brooks writes that in products designed now, there is a loss of conceptual integrity. The challenge is how to collaborate as a team and achieve conceptual integrity at the same time, which in turn is the real benefit of collaboration.

Team Design as the Modern Standard

  • Indeed, there has been a big change since the 19th century and the present. However, when considering the great designers of the past, we can only convey the idea that great works have been created by one mind. Occasionally there have been two minds.

Why Has Engineering Design Shifted from Solo to Teams?

  • Technological Sophistication
    • Brooks talks about the elegance of first iron bridge, and overtime, the properties of iron and the distribution of static and dynamic stresses are now understood confidently.
    • At a laboratory in UK, Brooks was astonished to find a mathematiciam working on trying to find the right mixture for shampoo with a supercomputer.
    • Today's technology has aided many different fields of workers with a beneficial way of conserving resources and provided great quality products. For instance:
      • Modern farmers also spend on hours on a computer matching fertilizer, chemicals, seed variety, etc.
      • Cooks adjust food recipes according to the chemical properties of the flour coming in.
      • Paper mills have to adjusts for the varying types of pulpwood properties.
    • Computer science was easier to keep up with in the 19th century. There weren't many conferences. Today, Computer Science has become such a vast field of several different sub-fields. Designers of today's state-of-the-art artifact need help from masters of various crafts.
  • Hurry to Market
    • Second major driving force for collaborating in teams is the hurry to get a new design, a new product out to the market. The person who markets a new kind of product is more than likely to receive 40 percent of a long-run market share. Team designing is necessary when it comes to the speed needed to delivery a new product into a competitive world.
Costs of Collaboration

  • Partitioning Cost
    • Partitioning tasks is a task itself. It could speed up process, however in the end, if there isn't consistency, there could be major problems.
  • Learning/Teaching Cost
    • n = # of people
    • l = learning
    • d = designing
    • the total work when the job is shared out in n way is no longer
    • work = l + d, but work = n*l + d.
  • Communication Cost during Design
    • Collaborating designers must be able to fit all of the pieces together, which requires communication.
  • Change Control
    • A mechanism for change control must be put into place, so each designer can only make change to his/her part or make changes to a part that has been negotiated by the designers as a team.
    • Cost is high, but definitely necessary.
The Challenge is Conceptual Integrity!
  • Conceptual integrity is the most important consideration in system design. Brooks and Blaauw identified key component principles in conceptual integrity:
    • Orthogonality
    • Propriety
    • Generality
  • Today's engineering design are still the work of one mind, sometimes two. Brooks gives an example of Menn's bridges, and the computers of Seymour Cray.
  • Dissent
    • Some people argue that it is right for designers to have a significant role in a product they are making for their own use. However other people argue that team design has always been the norm.
How to Get Conceptual Integrity with Team Design?
  • Any product that requires the design effort of many minds must conceptually be made for a single mind to use.
Modern Design as an Interdisciplinary Negotiation?
  • Many people today say that the nature of design has changed, design today must be done as an "interdisciplinary negotiation". Brooks doesn't agree with the idea of having a clear implication that among are team members, everyone is satisfied. Negotiation among peers is bound to lead a team to disaster.
A System Architect
  • Give power to a single system architect to ensure conceptual integrity of the design. The system architect is basically the person in charge. He/She serves as the agent, approver, and advocate for the users as well as stakeholder.
One User-Interface Designer
  • The user interface must be controlled by one mind. If one architect can't master the interface by himself, then neither can the user.
  • For example, at Google, one person manages all of the controls over page formatting and home page.
  • Talking to several different architects about one idea or design can never be conveyed correctly to the listener. Not all architects agree on what is to be done or how it is to be done, that is why it is important for one person to be in charge.
When Collaboration Helps
  • Determining Needs and Desiderata from Stakeholders
    • Collaboration is great when it comes to deciding what you want to design. Small group is better than just an individual figuring out what to do. Collaborating also means that each members should get an opportunity to speak and share their thoughts. 
    • Establishing Objectives
      • Extra minds:
        • Ask different questions
        • Pick up different things that are not said
        • Have independent and perhaps contradictory opinions of how things are said
        • Observe different aspects of working
        • Stimulate the discussion of the videotapes
Conceptual Exploration -- Radical Alternatives
  • Brainstorming
    • Time where each member of a design team comes up with multiple schemes. There is no criticism or judgement, cannot encourage wild idea, or combine and improve ideas.
  • Competition as an Alternative to Collaboration
    • Working together can always stimulate great ideas because designers will try to compete against one another to come up with the best idea.
  • Unplanned Design Competitions: Product Fights
    • Standard script of five acts:
      1. The two teams, who may not already know the details of each other's work, meet, compare products and intended markets, and conclude unanimously that there is no real overlap between their products. Both should proceed full speed.
      2. Reality appears, in the form of a market forecast or a skeptical boss.
      3. Each team changes the design of its product to encompass all of the other product’s market, not just the overlapping part.
      4. Each team begins wooing supporters among customers, marketing groups, and product forecasters.
      5. There comes a shootout before some executive with the power to decide.
Design Review
  • When reviewing a design, multiple disciplines must review other designers, users, and/or surrogates, implementers, purchasers, etc.
  • Each disciplinary specialist must take the time and review the design document alone, perhaps even study the references and other designs. 
  • Demand Multidisciplinary Group Review
    • Review team should be larger than the design team. Group reviews are beneficial in the sense that multiple people reviewing the design have different viewpoints.
  • Use Graphical Representations
    • The common model of a product is a graphical model, perhaps a drawing, or a full-scale wooden mock-up.
    • It is often expensive, but it is necessary to have graphical representation cause not everyone can visualize the end product from just the drawings.
When Collaboration Doesn't Work -- for Design Itself
  • The Fantasy Concept of Design Collaboration
    • A design team sees a model of the design object. Team members, then propose changes usually effecting the model directly. Other propose amendments, discussions starts, in which a design takes form.
  • Not How Collaborators Design
    • Team members look at each part alone and work on proposal for the design of his/her part. Then meet with the collaborators for a design review, in which other give ideas or changes that need to made to the already designed product.
  • Where's Design Control?
    • Schedule gain from collaboration required synchronization which is hard to achieve most of the time, which in turn delays processes, and sometimes a step is totally missing from the solo design.
Conceptual Design, Especially Must Not Be Collaborative
  • One the exploratory stage has passed, it is time for conceptual integrity to rule. A design flows by a chief architect/designer, who supports and manages a design time, not partitioned among one.
Two-Person Teams Are Magical
  • Two minds working together can always create something magical, pair programming shows this to be true. Two people can interchange ideas quickly and work together in a time constraint and achieve the goal more efficiently versus having a team of designers. They propose, review, and critique each other's work, and come with synthesis and resolutions together.
So What, for Computer Scientists?


  • Academic computer scientists have gone through a lot of effort into the design of tools for computer-assisted collaboration by workers in their own and other disciplines.
    • Real design is always more complex than we imagine.
    • Real team design always requires a design-change control process.
    • No amount of collaboration eliminates the need for the "dreariness of labor and the loneliness of thought".