Don Reinertsen
Write for Electronic Design
30 results found for Don Reinertsen, displaying items 1 - 20

 

June 18, 2001   [The Design Factory]
Consensus Conspires To Produce Bad Designs
Once upon a time, the Universal Spaghetti Sauce Company's management began using cross-functional teams to design new spaghetti sauces. Supersauce was the first team to use this approach. Its sad story started when it met to develop a specification...

March 19, 2001   [The Design Factory]
When Should We Review Product Development Programs?
There are two schools of thought as to when you should conduct progress reviews for product development programs. The dominant school advocates event-driven reviews—by this I mean those reviews that are synchronized with key project events....

March 5, 2001   [The Design Factory]
Your Mission, Should You Choose To Accept It
Years ago, the television show Mission Impossible always began with a scene in which the team leader, Mr. Phelps, would receive a tape describing his next mission. The tape invariably began, "Your mission, should you choose to accept it..."...

January 22, 2001   [The Design Factory]
There Is Simply No Substitute For Getting Engineers Into The Field
During our consulting work, we consistently find the best development teams spending ample time in the field talking to their customers to better understand customer requirements. "We do that, too," claim other companies, but they really don't. The...

January 8, 2001   [The Design Factory]
Which Would You Prefer First, The Good News Or The Bad News?
Although Ogg, the Cro-Magnon design engineer, possessed vast experience in engineering, he had received little training in management. Ogg had extensive experience conducting performance evaluations on ax handles and rocks, but he had no experience...

December 18, 2000   [The Design Factory]
Shedding Some Light On The Dark Side Of Status Differences
One day, Ogg, the Cro-Magnon design engineer, was shooting the breeze with his friend Grnk. "You know, our general manager Mr. Big wears a huge bone in his nose. I need a bone just like that." "Watch out," Grnk warned. "Mr. Big gets very...

December 4, 2000   [The Design Factory]
How To Make New Team Members Become Productive Quickly
Ogg, the Cro-Magnon design engineer, sat in a meeting wondering what to do. He had just been transferred to the Mammoth Whacker VI project, which was already halfway complete, when one of the former design engineers was lost during field trials....

November 20, 2000   [The Design Factory]
Disagree And Commit: The Risk Of Conflict To Teams
Long ago, Ogg, the Cro-Magnon design engineer, attended his first team meeting at the Bison Valley Ax Works. He was completely unprepared for the level of conflict that he observed. Engineers appeared offended when members of the marketing...

November 6, 2000   [The Design Factory]
It's Usually Better To Do The Hard Things First...But Not Always
Shortly after Ogg, the Cro-Magnon design engineer, joined the Bison Valley Ax Works, he was told to plan his first project. So he made a list of the project tasks, and he realized that there were many possible sequences that he could use. Because he...

October 30, 2000   [The Design Factory]
Is It Always A Bad Idea To Add Resources To A Late Project?
If you have never read Fred Brooks' The Mythical Man-Month, I would recommend doing so. First published in 1975, it contains some timeless wisdom distilled from Brooks' experience managing the design of the IBM System 360's operating system...

October 16, 2000   [The Design Factory]
The System Isn't Always To Blame; Look At Who's Operating It
One of the misconceptions spawned by the dogma of Total Quality Management is that a company's problems always originate from the design of its management processes, and never from its people. While this is a delightfully humanistic philosophy, it...

October 2, 2000   [The Design Factory]
There Are Many Times When A "Prototype" Is Not A Prototype
The Bison Valley Ax Works had just implemented a phased development process. Mr. Big, the general manager, was proud to bring order to his chaotic engineers. The development process was neatly divided into planning, concept design, detail design,...

September 18, 2000   [The Design Factory]
Building Mutual Trust Is Critical In Interdependent Relationships
Ogg, the Cro-Magnon design engineer at the Bison Valley Ax Works, was contacted by an executive recruiter representing the competing Happy Valley Ax Works. One thing led to another, and before long he found himself at breakfast with Urg the Slick,...

September 5, 2000   [The Design Factory]
Perfect Alignment Might Not Be The Perfect Solution
Many managers want greater alignment between different members of their organization. They want everyone aligned behind the one best strategy. Although such alignment is superior to chaos, it...

August 21, 2000   [The Design Factory]
Debunking The Fairy Tale Of The Great Process Map
Once again, Mr. Big, the general manager of the Bison Valley Ax Works, was upset with his disorganized engineers. Remembering how process maps had improved the operation of his factory, he decided to take action. He called Grnk, the vice president...

August 7, 2000   [The Design Factory]
Keeping The Vendor Off The Critical Path
Product developers sometimes ask me how they can shorten development cycles when 80% of their cycle time is dictated by vendor lead times. They correctly point out that most of their product development lead time is determined by long lead-time...

July 24, 2000   [The Design Factory]
Sometimes We Learn The Wrong Thing
One day Ogg, the Cro-Magnon design engineer, was invited by Snrg, the marketing manager, to play goof (an early form of golf) at the Bison Valley Country Club. Snrg was quite good at goofing because he worked in marketing, where this, like eating in...

July 10, 2000   [The Design Factory]
Garbage In Does Not Always Mean Garbage Out
For decades I had heard the expression "garbage in, garbage out" and nodded my head reverently. Of course, I thought, no answer could be more accurate than the accuracy of its input assumptions. Only recently have I realized that this isn't always...

June 26, 2000   [The Design Factory]
Finishing The Engineering On The Factory Floor
One day Otto, the manufacturing engineer, did a good deed and guided a lost marketeer back from the hard concrete floors of manufacturing to the plush carpets of marketing. Suddenly, he saw a puff of smoke and a tall green genie appeared. In a...

June 12, 2000   [The Design Factory]
Drastic Stretch Goals Can Do More Harm Than Good
Ogg, the Cro-Magnon ax designer at the Bison Valley Ax Works, developed a schedule for the Mammoth Whacker III (MWIII). He carefully examined his timesheets for previous ax design projects to estimate how long each subtask should take. He adjusted...





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