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Showing posts from March, 2009

IP 27 Cheap Disposable

IP 27 Someone else/Cheap disposable Cheap disposable by replacing expensive long life objects with cheaper disposable equivalents.

IP 26 Copying

IP 26 Someone else/Copying Copying by using a less expensive copy or replacement or model for the original item or process. Use a cheap copy rather than the original. Replace the original with an optical copy. Use infra-red or ultra-violet copies. The concept of a cheap copy having visual similarity and equal representation for the original goes back to the Babylonians who introduced clay tablets to represent business transactions. This moved on to the idea of money where paper notes are cheap visual copies of the real gold held in the bank vault. Although optical copies may be predominant in this principle, there is no reason why this cannot be extended to writing, models and mathematical equations, where difficult handle ideas and concepts are replaced by cheaper copies. With e-commerce we are now moving towards the idea of digital signatures and e-money.

IP 25 SELF SERVICE

IP 25 Someone else/Self service DIY Self service by arranging for the object or process to undertake a part or an additional element to the process. Self service through auxiliary or self repair operations. Automatic replacement or refreshment as objects are used or consumed. Use of waste material on energy. Perhaps one of the most cost effective and easiest to implement principles is that of giving or passing the problem to someone else. Where we can encourage the customer to undertake part of the process, or where the process or object automatically regenerates or replenishes itself in use, we will always obtain simplification and increase internal efficiency. DIY (Do It Yourself) has generated a whole industry in the home and domestic market. The initial concept of the self service supermarket was highly novel when first implemented. However not only did it benefit the shopkeeper but the customer liked it too!

IP 24 Intermediary

IP 24 Chaperone/Intermediary[Principle of the middleman] ---------- SMALL -----------LARGE Intermediary by placing something or someone in the middle as a 'go between', perhaps only temporarily. Use an intermediary to convey action or purpose. Joint two items together on a temporary basis, then remove the join later. Third party negotiators. Neutral facilitators.

IP 23 Feedback

IP 23 Chaperone/Feedback Feedback by closing the loop between the output or product of a process and the controlling or influencing inputs. Introduce feedback. Enhance or change existing feedback. Monitor and control inputs rather than simply inspect outputs. Continuous coursework and assessment rather than end of the year exams. Many processes, typically continuous flow production, electronics or service processes, are part of larger systems. Such systems are best controlled using closed loop feedback, where the state of one or more critical outputs is used to influence one or more critical inputs. Making feedback work well is a challenging subject, as over control is just as problematic as under control. However the aim must be to ensure effective feedback loops are in place within processes where they will clearly help. Feedback is essential as part of system's control mechanisms. Six Sigma encourages the concept and use of the formula Y=f(x), where we control the inputs to a

IP 21 Hurrying or skipping

IP 21 Oscillation/Hurrying or skipping[Principle of haste] Hurrying or skipping by rushing through and taking as little time as possible over the difficult or harmful parts of processes. Perform harmful, unpleasant or dangerous operations at high speed or for very short times. Rush through or skip over dangerous region. There are many things in life that present unwanted regions or periods, and rushing through such areas is a good way of minimizing the impact and to be dangerous, difficult, unpleasant or just irritating, getting it over with as quickly as possible is a great way to reduce the problem!

IP 19 Periodic action

IP 19 Oscillation/Periodic action [Principle of periodic action] Periodic action by pulsing actions, changing pulse size or frequency, or by using the spaces between pulses.

IP 18 Mechanical vibration

IP 18 Get moving/Mechanical vibration[Principle of mechanical vibration] Mechanical vibration by vibrating or shaking an object, increasing the frequency or using the resonant frequency effects.

IP 17 Dimensionality change

IP 17 Get moving/Dimensionality change[Principle of transition to another dimension] Dimensionality change by moving to a different order dimension or by utilizing layering or orientation changes. Actions in one dimension are moved to a higher (or lower) dimension. Move from a line, to a plane, to three dimensions. Use assemblies or structures of many layers. Change the orientation of the object or the direction of the service. Work on objects from different directions. Cars parked along a street, to cars parked in a square, to cars parked in a multi-story structure. Software tools using two or more transparent layers to construct graphics. Business processes operating across many geographical and time zones. Tunnels cut using multiple headings, and multiple cross sections. We may think of and constrain objects and services to operate along straight line, when they may be more easily placed or utilized when allowed to move in two dimensions. Similarly moving to three dimensions adds

IP 15 Dynamic parts

IP 15 Get moving/Dynamic parts[Principle of adjustability] Dynamic parts where parts are made adjustable, moveable or interchangeable so that they perform optimally at each stage. Change the object or its environment (automatically) so that it performs optimally at each stage of the process. Parts of objects or elements of services can be (more) easily moved or repositioned for optimal use. Parts of objects or elements of services are interchangeable.

IP 14 Curvature increase

IP 14 Same and different/Curvature increase[Principle of Spherical shape] Curvature increase by moving from lines to curves, from linear to circular motion and in one, two or three dimensions. Change lines into arcs. Squares into circles. Cubes in spheres. User rollers, ball bearings and helixes. Coils, spirals and coiled coils. Use rotational motion and forces rather than linear motion and forces. Use centripetal and centrifugal forces.

IP 13 OTHER WAY AROUND

IP 13 Same and different/Other way around[Principle of executing the contrary] This Way Down Other way around by doing things in reverse, back to front, or for the opposite reason or effect. Rather than do the expected action, do the reverse action. Use the opposite feature or property. Change part or all of the object or service. Turn upside down or inside out or back to front. Pull rather than push. Heat rather than cool. Motivate rather than chastise White over black instead of black over white. Small rather than big. Turn the object upside down and work from the top rather than the bottom. Go to the mountain rather than call the mountain to you. Go against the normal. Expand in recession, benchmark against the worst rather than the best. Forget rather than learn! This is one of the strong principles in the 40, and possibly the most general and useful in its application. Clearly if doing something one way does not solve a problem, then change. And there is nothing stronger tha

IP 12 Equi-potentiality

IP 12 Same and different/Equi-potentiality[Principle of same potential] _______________________________________ _______________________________________ _______________________________________ 150_____________________________________ 100_____________________________________ 50______________________________________ Equi-potentiality by executing a process or operation at the same level throughout and thus reducing the work required change the process so that the object has no need to be raised or lowered. Work within a level contour for gravitational, electrical or magnetic fields. Straight through processing with no bends to require centripetal forces.

IP 08 Counterweight

IP 08 TARDIS effect/Counterweight [Principle of counterweight] Counter an undesirable force (typically gravity) by using a counter balance or buoyancy or similar. Balance a weight using a dead weight counter balance. Adjust or compensate for a weight or force using live counter balance or other force. Counter balance in elevators, buoyancy or life jackets. Gas springs for car tailgates. Springs or weights for lifting or roller doors and shutters. Power assisted swing doors or vehicle steering wheels. After space and time constraints, gravity has a habit of bring everything back to earth with a bump. Counter balances have been used in many machines for years. However gravity is not the only force we have to contend with. Centrifugal (or more correctly centripetal) forces cause problems for anything going around a curve, and accelerating or decelerating require (and therefore produce) often unwelcome forces. Inertia (both linear and rotational) as well as cultural resistance to chang

IP 07 Nested

IP 07 TARDIS effect/Nested [Principle of nesting- Russian doll or madryoshka] Nested by placing objects inside others recursively or by arranging for objects to pass through cavities within other objects. One object is within another which in turn is within yet another and so on. An object passes through a hole or cavity in another. Parts of objects are positioned inside other objects. Telescopic aerials, umbrellas and handles or poles. Double walls or lining such as bunkering for oil storage. Coaxial cables and plugs/sockets. Pump motors within heating system to recover or use the heat produced. The TARDIS is the transport craft used by the doctor in the UK television series Doctor Who which apart from being able to move across space and time, was much bigger on the inside than the outside. The carpet bag used by Mary Poppins exhibited similar characteristics. Any invention that apparently goes against the basic immutable principles of our universe will always prove to be popular a

IP 06 Multi-functionality

IP 06 Arrangement and shape/Multi-functionality [Principle of universality] Multi-functionality universality by combining non-contiguous operations or functions. An object performs multiple functions thereby making other objects redundant. Universal power supplies across many voltages and frequencies. Swiss army knife. Multi skilled operators. One shop shopping or service point. The reverse of specialization and uniqueness of form or function. This is different from merging (IP 05) as here we are interested in contiguous operations - the object or service should provide two or more functions at different times or places. Often seen where space or weight are a premium. We often see uniqueness of function at the beginning of technological development in any one particular area, followed later by combination and a move toward multi-functionality. Domestic record players moved from a combined unit, to separate players and amplifiers where the amplifier could be used by several device

IP 05 Merge

IP 05 Arrangement and shape/Merge(combining) [Principle of combination] Merge or combine either in space or in time two or more contiguous operations or parts. Joint similar objects, perform operations in parallel.group similar services. Merge dissimilar objects or services to form an item with new features. Move towards the macro level. Combine systems into modular units; integrated circuits. Parallel processing. Note pads and folders, multiple ink writing pens. Food courts in shopping malls. Radio and alarm clocks merged into one unit. This is the opposite to segmentation (IP 02) and possibly also seperation (IP 01). Although a simple concept this principle can be used to great effect beyond simply bringing items or processes together. Bundling multiple copies introduces strength, security and increased capacity. Merging dissimilar objects or processes creates entirely new tools or services. Note that a strong trend in TRIZ and technical evolution is towards the micro level,

IP 04 Asymmetry

IP 04 Arrangement and shape/Asymmetry[Principle of Asymmetry] Asymmetry increases by moving away from symmetrical forms and structures to irregular ones. Replace symmetrical forms with asymmetrical ones. Increase the degree of asymmetry. Food mixers have blades that work better when they are not symmetrical. Service processes are asymmetrical in time and space to more easily accommodate variety in consumer demand and need. Asymmetry is the opposite to symmetry and neatness of form. Whilst symmetrical structures and systems are often easier to design, build and maintain, symmetry introduces a degree of redundancy (and repetition) that detracts from possible diversity, multiplicity and usefulness. Asymmetry can also be more visually appealing and more able to promote non-linear flow (turbulence) with resultant better mixing of fluids. Turbulence can occasionally be a useful property in transactions and services such as marketing, to promote better 'nixing' between customer and

IP 03 Local quality

IP 03 Arrangement and shape/Local quality[Principle of local quality] Local quality where individual parts of sections have functions or conditions that best suit their conditions or circumstances. Heterogeneous rather than homogeneous (move to non uniform). Different properties or functions carried out by different parts. Each part operates under its own ideal (often local) conditions. Surface finish or treatments in metals for hardness at the edge not for the whole mass. Global or national institutions have elements adjusted for local conditions (currency, traditions, cultures, climate). Smoking and non smoking areas in restaurants. Children's areas with different seating. The opposite to uniformity and consistency. Not as final as segmentation or separation; here the whole remains connected and parameters or conditions or local use are adjusted to obtain optimal performance or use. This principle works well when applied following other principles, such as segmentation and se

IP 02 Separate

IP 02 Divide and conquer/Separate (extraction)[Principle of detachment] Separate by either extracting the important or valuable, or by removing the problematic part from the whole. Extract the problem or issue. Extract only the necessary or vital element. Sound of dog barking as a burglar alarm. Containment zones for dangerous substances. Light separated from the lamps by fiber optics. Compressed air or electric current separates power source from tool. Outsourced parts of businesses or processes. Giving difficult parts of the task to the customer or supplier. The opposite to multi-functionality or universality (IP 06). Functionality of the object or service is decomposed, with emphasis on separating the important or difficult part from the remainder. This is different to segmentation in that physical separation take place to remove the important part from the whole. In the extreme the valuable is retained while the rest is discarded. Refining or distilling processes are example

IP 01 Segment

IP 01 DIVIDE AND CONQUER/SEGMENT[PRINCIPLE OF SEGMENTATION]SEGMENT THE WHOLE INTO SEPARATE ELEMENTS EACH WITH DISTINCT FUNCTIONS OR PRINCIPLES,OR DIVIDE THE WHOLE INTO SMALLER PARTS! FRAGMENT AND MOVE TOWARDS THE MICRO LEVEL. DIVIDE UP OBJECTS OR SERVICES INTO INDEPENDENT PARTS OF ZONES. MAKE OBJECTS SECTIONAL AND FROM PARTS THAT CAN BE EASILY DISMANTLED. INCREASE THE DEGREE OF SEGMENTATION WHEN ALREADY SEGMENTED. MODULAR FURNITURE, STRUCTURES OR SYSTEMS. MODULAR OFFICES AND HOUSES. SMALL TEAMS OF PEOPLE, GROUPS OF CUSTOMERS, SHIFTING FOCUS TOWARDS THE INDIVIDUAL(S). FROM WATER JETS TO MIST, FROM OBJECTS TO POWDER, FROM POWDER TO GAS. USING DIFFERENT PARAMETERS TO SEGMENT OR SUB GROUP BY, ALTHOUGH THE MAIN AIM IS DIVISION AND PHYSICAL SEPARATION FOR SOME LOGICAL PURPOSE RATHER THAN JUST THE OR ZONES. SEGMENTATION IS A OF PARTS SIMPLE AND EFFECT5IVE PRINCIPLE TO APPLY,PROVIDED THAT A CLARIFICATION OR SIMPLIFICATION TAKES PLACE! OVER TIME SYSTEMS EVOLVE AND FASHION CHANGES WITH S

IP 22 BLESSING IN DISGUISE

IP 22 Chaperone/Blessing in disguise [Principle of turning harm to benefit] Blessing in disguise by making the best from a harmful effect or situation. Turning harm to good. Combine two or more harmful effects to make one beneficial effect. Use a harmful effect rather than attempting to fight it. Increase the harmful effect until it becomes no longer harmful. We often fail to see any possible benefit beyond the immediate harm, and opening up new ways of negating or using harmful effects is a very strong use of idle resources. To the optimist every cloud has a silver lining! Blessing in disguise like the principle of reversal (IP 13) are hard to see at first but become easier to identify with practice and effort. There are several ways to effectively remove or negate harm, but combining two harmful effects or using rather than eliminating harmful effects can be just as effective. Since harm for one person can be a blessing for another, much of the work here must be to find alternative

IP 20 Continuity of useful action

IP 20 Oscillation/Continuity of useful action [Principle of uninterrupted useful effect] ---------------------------------------------------------------- Continuity of useful action by continuing to do the useful and good action at full capability and without stopping. Operate continuously at maximum processing power. Remove idle stages and any transitions between stages.

IP 16 Partial or excessive action

IP 16 Get moving/Partial or excessive action [Principle of deficient or excessive solution] Partial or excessive action by either over completing a task or under completing and then finishing later. Provide more than is required and later remove the excess. Provide less than is required and top up later. If a task cannot be completed in full now, initially undertake part of the task. Partial or excessive action is another of my personal favorites, since it is a strong principle and can often lead to flashes of inspiration. Again our rigidity of thinking forces use into straight lines, inflexible objects, and perfection in action. A real danger of the Six Sigma approach, along with any 'zero defect' initiative, is that we continue to target on a set goal and reject any form of variation or deviation from our aim Variation in a process is not good, however, perfection 'getting it right the first time' can be both expensive and unattainable. Partial or excessive actions

IP 11 Beforehand compensation

IP 11 Do it first/Beforehand compensation [Principle of previously placed pillow] Beforehand compensation by compensating for low reliability in providing a backup system or recovery item. If something is likely to go wrong, prepare for the event. More specifically provide an arrangement that will negate or minimize the damage. It can be challenging to see the real difference between this principle and preliminary counteraction (IP 09). Both are concerned with failure and the resultant negative impact and damage. Knowing that cars can leave the road and crash IP 09 suggests that we have a recovery vehicle and ambulance at the ready. IP 11 suggests that we erect crash barriers to prevent the accident from creating real damage when it happens. In this respect IP 11 is very similar to the concept of "poka yoke" or fail safe/error proofing devices that are only operative when something is about to go wrong, and are designed to prevent failure or error.

IP 10 Preliminary action

IP 10 Do it first/Preliminary action [Principle of preliminary execution] Preliminary action by doing something in full or part before it is actually required. Do an action before it is required to make the whole process easier later. Do part of an action before it is required to aid the complete action later. Arrange objects or items for the most effective processes at a later point. Pre-sliced bread, meats or cheese. Pre-completed forms on paperwork or documentation. Pre-assembled units. Perforated packaging or stamps. Reduced menu lists for operators based on context. Delivery packages or mail sorted into rounds and then into drop-off order. Tasks and actions can be very hard work in terms of both time and effort. Many good inventions are 'labor saving,' and there is no better principle than doing something ahead of time to save time and effort later. Sometimes tasks cannot be completed at a convenient time, so we again by doing all or some of the work earlier. Even if

IP 09 Preliminary counteraction

IP 09 Do it first/Preliminary counteraction [Principle of Preliminary counteraction] Preliminary action to counter a damaging or stressful action or event, undertaken before the event. Where objects are (likely) to be stressed, counter the stress in advance. Where something is going to go wrong and will require a corrective action, do that action first. Where damage is likely to occur, repair or correct the damage in advance. Pretension bridge supports or reinforced concrete. Proactive rather than reactive maintenance. Negotiate peace or repatriation before war breaks out. This is much stronger than the apparently very similar principle of preliminary action (IP 10) or the principle of beforehand compensation (IP 11) and can best be regarded as being similar to a preemptive strike in military terms. Here we aim to apply the bandage before the accident has happened. The counter action is something that we do not actually want to do, but knowing that we will have to do this action foll

"40 INVENTIVE PRINCIPLES"

The "40 Inventive Principles" are a summary classification of the top most "inventive solutions," and provide the basis for "systematic innovation." The "contradiction matrix" links various engineering "parameters" with the most commonly used "principles", and can provide a "starting point" for the use of the "40 principles." Inventive Principles (IP) 1. Segment 2. Separate 3. Local quality 4. Asymmetrical 5. Merge 6. Multi-functionality 7. Nested 8. Counterweight 9. Preliminary counteraction 10. Preliminary action 11. Beforehand compensation 12. Equi-potentiality 13. Other way around 14. Curvature increase 15. Dynamic parts 16. Partial or excessive actions 17. Dimensionality change 18. Mechanical vibration 19. Periodic action 20. Continuity of useful action 21. Hurrying or skipping 22. Blessing in disguise 23. Feedback 24. Intermediary 25. Self service 26. Copying 27. Cheap disp