THE FUTURE OF
DESIGN:
A QUESTION OF VISUALIZATION
for the ASME Design
Conference, Boston, Wednesday, September 20, 1995
by John H. Lienhard
Mechanical Engineering Department
University of Houston
Houston, TX 77204-4792
713-743-4518 jhl@uh.edu
It's a great pleasure to be here. In
one sense, I'm an outsider looking in on design. But
in another, since I'm an engineer, design is at the
center of my being. All my life I've designed. Early
in my engineering life I taught design. I've designed
highways, fittings for the B-52, attachments for
tractors, and every kind of experimental apparatus.
You cannot be an engineer without
designing. You cannot really be an engineer without
ever experiencing the elemental joy of conceiving in
the mind and executing in the world.
Now I get to address the impossible
question: "What is the future of engineering
design?" Well, that future cannot be predicted,
it can only be created. We have to create it without
knowing just what it is we're creating.
When I first spoke with Farrokh
Mistree and Richard Berkof about a vision of the
future of design, that was a primary sticking point.
The future is the product of
non-linear processes. If you were capable of writing
equations for the future, they would be non-linear.
And non-linear time-dependent equations are
hopelessly dependent on initial conditions.
We never shall be able to predict the
future of anything. Take the future of weather. If a
butterfly chances to flap its wings in Beijing in
March, then by August hurricane patterns over the
Atlantic will be completely altered.
Yet the future of design is your
responsibility. How do you shape a future that's
completely unknowable? You will shape it. That's for
sure. But how?
For guidance I suggest you take a
look at the July issue of Mechanical
Engineering magazine. The Silicon Graphics
Computer Company took out an eight-page
advertisement.
It's all about New Zealand's recent
victory in the Americas Cup races. New Zealand won 39
heats in that competition and lost only one -- that
by a mere 15 seconds.
The U.S. had dominated the race for
years. A decisive win by bucolic New Zealand was as
unthinkable as David slaying Goliath. The gleeful
Silicon Graphics ad tells about it.
New Zealand went to computer
fluid-flow analysts at Carnegie-Mellon with a large
grant. The experts spent five years setting up means
for testing boats, not in the water, but in computer
simulations.
Computer modeling of fluid flow is
elusive and difficult. The Carnegie engineers used
the latest research, but they still could only come
close to real performance.
So they set up a team right at
dockside in San Diego -- twenty feet from a workshop.
Using Silicon Graphics computers, they created a
ritual of rapid trial and error.
Analysts would do maybe 200 designs a
night -- design a boat, sail it in their electronic
ocean, make another change, sail it again. Next day,
the shop people would change one of two real boats
and run it against the previous boat in the real
ocean.
What once took years now got done in
hours. The team tested 10,000 such designs, gaining a
few seconds at a time on the course.
A 1990 article on yacht design in the
Annual Review of Fluid Mechanics tells
about another humiliation for the U.S. team -- the
1983 victory of the Australian entry. Same story: The
Australians leap-frogged us with a radical new hull
design based on sophisticated computer-aided design
methods.
Now: What were the ingredients of
this design success? Three things came together:
rapid trial and error, powerful cooperation, and a
new way of seeing. To create effective design
strategies for the 21st century, these are the
elements we should look at.
First, trial and error. Do you know
the story of Lulu-Belle? We found out about German
combat jets in the middle of WW-II. That struck a
bolt of fear in our hearts, make no mistake. We were
lucky that threat wasn't unleashed until the very
end.
The few Messerschmitt jets Germany
managed to finish marched through our bomber
formations like Sherman on his way to the sea. If
they'd turned up earlier, they might've changed the
outcome of the war.
The German jets had been on the
drawing boards since the late 1930s. We didn't start
building our own jets until 1943.
On May 17th of that year, a Lockheed
engineer named Kelly Johnson showed a jet design to
the Air Force. By 2:00 that afternoon, he was on the
way back to California with a contract in his pocket.
The problem was, Lockheed was already
building every airplane humanly possible. They had no
extra means to put into Johnson's project. But
poverty of means gave him a wealth of freedom and
opportunity.
Johnson set up a circus tent. He
stole engineers from other units. The operation took
its name -- the Skunk Works -- from the comic strip Li'l
Abner.
Only 128 people worked in the
original Skunk Works, and only 23 of them were
engineers. Johnson was an impossible boss -- so
impossible that no one took his impossibility
seriously. "He used to fire me twice a
day," said a lead engineer.
The work was so secret that janitors
weren't let in the tent. Trash piled up, and the work
went on in cockamamie independence for 143 days. They
named the new plane Lulu-Belle, and the Skunk Works
took it from preliminary drawings to a finished
airplane in less than five months. Today, it takes
more like 8 years to do that.
Lulu-Belle was the experimental
version of the F-80 Shooting Star -- our first jet
fighter. Lulu-Belle flew 500 miles an hour in her
test flight. Later she did over 600 miles an hour
with a beefed-up engine.
This engineering tour de force came
too late in the war to see combat. But in Korea, the
F-80 jet that followed became the first jet to win a
dog-fight with another jet.
The Skunk Works stayed intact at
Lockheed after the war. It gave us our high-altitude
spy plane, the U-2. A Skunk Works engineer explained
these successes:
The trick, he said, is to design a
plane as quickly as possible, and then cover your
mistakes. The more time you spend getting a thing
right the first time, the more chance people have to
complicate it -- the harder it is to fix anything.
In the end, the Skunk Works had been
forced into a perfect recipe for success. The usual
organizational structure -- and the self-protection
that goes with it -- had been shredded. Engineers
were flung into the same rapid-fire trial-and-error
mode that spelled success for the New Zealand boat.
Mark my words here. Organizations
don't like the error part of trial-and-error, and
that's extremely bad for effective design.
The halls of industry ring with
slogans like, "Zero Defects" and "Do
it Right the First Time!" Well, I tell you:
Know how to compromise with imperfection.
and Do it wrong the first time.
After all, you can't learn from your
mistakes if you don't have the courage to make
mistakes. And the only things it's possible to do
right the first time are things you've already done a
hundred times.
The second idea that designers are
coming to understand in new terms is cooperation.
William Gordon drove that point home in his book Synectics
34 years ago. Gordon told designers they had to
function both subjectively and cooperatively to
produce good designs. He told us that we had to learn
to "Make the Familiar Strange!" -- that we
must see things through new eyes. To do that we first
have to learn to work together and expose ourselves
to one another as we work.
The most pernicious myth of design
and invention is the myth of the lonely genius.
Edison is the most famous case in point.
Edison was self-educated and isolated
by partial deafness. The myth was made to his
measure. And he fed the myth all his life.
Edison studied electricity on his
own. He filed his first patent at 21. By the age of
29 he set up his own company. He located in Menlo
Park, New Jersey, where he had some seclusion. But --
he was still only an hour's train ride from New York
or Philadelphia.
For ten years, Menlo Park was
Edison's season in the sun. He filed his 500th patent
near the end of that time. It was a small operation.
One building housed his office and a library. The
labs and shops were in a two-story building.
So what did Edison really do there?
He built a small coterie of bright engineers,
scientists, and technicians. He created a complex,
delicate, and unique collaboration.
Menlo Park gave us dynamos, improved
telegraph and telephone systems, the precursor to the
FAX machine, electric rail systems, and the
photo-electric effect. It gave us the finished
incandescent light and the phonograph.
Then, in 1884, Edison's wife died of
scarlet fever. That, and I suppose success itself,
spelled the end of the greatest gush of pure
invention the world had ever seen.
In 1886 Edison remarried and moved
into a much larger laboratory in West Orange, New
Jersey. He continued inventing for another 45 years
-- another 500 patents before he died.
He did a lot after Menlo Park, but it
paled against that ten-year season in the sun. After
Menlo Park, Edison lost his edge. What he really lost
was the delicate chemistry he'd forged among that
cadre of geniuses and craftsmen.
Edison was a genius, too. But the
most important thing he'd really invented was a mode
of working together -- an esprit de corps among a
whole group of people. That spirit is what it took to
make geniuses of the people he'd gathered around him.
Those inventions weren't in a million years the work
of a lonely genius.
So 21st-century design will be forged
from a far better sense of the error part of trial
and error. It will be forged from a rediscovery of
cooperation. And finally I come to my title: to the
matter of seeing. Let's talk about Gothic Cathedrals.
Suppose you were asked to design a
quarter-mile-long structure, as tall as a typical
downtown office building. Then suppose you were told
it was to be made of stone -- no steel beams, no
concrete -- and that the only available power had to
be at ground level: horses, oxen, and maybe a
three-horsepower water-driven saw.
Finally, the straw to break the
camel's back: You have to do the job with no working
drawings.
Sound impossible? Well, that's what
the medieval cathedral builders did, over and over.
We read a lot about cathedrals, but we seldom weigh
them as engineering construction projects. In fact,
they took remarkable coordination of people and
materiel.
The master mason was in charge. He
was architect and builder rolled into one. He often
directed a work force numbering into the hundreds.
But he also worked among his people. He cut stone and
he raised scaffolding.
That part puzzles us, wed as we are
to the notion that academic and manual knowledge
don't mix. Yet it is here we see the almost mystic
dimension of cooperation once more.
The subtle grace of the Gothic
cathedral, which touches us so powerfully on so many
levels, was a stunning feat of engineering design.
Those barrel vaults, flying buttresses, Gothic
arches, and spiral stone staircases were all born of
concepts that were only fully expressed in the
mason's mind before they were actually built.
Masons had no symbolic mathematics.
Many couldn't even read and write. As we comb the
rich medieval record, we don't even find
architectural drawings. We find only the crudest
sketches.
Yet medieval cathedrals are filled
with geometry and proportion -- from labyrinths in
mosaic floor tiles to the criss-crossing ribs that
hold the ceiling.
What masons did have were dividers
and a straight-edge. They had mathematics, but it was
visual mathematics. I don't know if you've seen it
done, but it's possible to do a perfectly rigorous
proof of the Pythagorean theorem without words or
symbols. All you need is a straight-edge and a
carpenter's square.
So: the cathedral itself was the
master mason's geometry. With his fingers touching
stone, he used stone to express geometry. The balance
of mass and space in a cathedral goes by square roots
of 2 and 3 and the so-called Golden Section.
Medieval iconography regularly shows
a pair of dividers in the hands of the mason.
Medieval artists often showed God Himself as The
Master Craftsman, holding a great pair of dividers.
So, if the mason had one overriding
talent, it was an ability to visualize in three
dimensions. Compare that with our work today. Our
computers fairly sing with the ability to show us
objects in 3-space.
They turn objects around and show
them to us from every angle. They place you close up
or far away. What the medieval engineer did in his
head, the machine does for us.
But having done so, it then displays
that object on a two- dimensional screen. What once
went on inside our heads is now presented to our
eyes. And that, I contend, is a terrible loss. Even
fifty years ago, engineering students were still
people who'd cut their teeth on sewing machines,
model airplanes and Ford transmissions. Now they
feast on Netscape.
I teach thermodynamics. Ask students
to visualize p-v-T or T-s-p surfaces, and they look
for them on their computers. They can no longer find
those surfaces in their minds.
When I was a student, I entertained
myself by inventing means for drafting a
four-dimensional tesseract on a one-dimensional piece
of string. Today, our bright students entertain
themselves by programing graphical displays.
They can do what I could not have
dreamt of doing. But the cathedral builders did what
is unimaginable to us. And those skills were still
present in the late 19th century.
J. Willard Gibbs erected the whole
apparatus of thermodynamics in a stunning sequence of
spatial constructs. The problem is, it wasn't until
after WW-I that the academic world was able to figure
out what he'd done. It all had to be interpreted back
into graphs and mathematics.
When James Clerk Maxwell set the
theoretical foundations of electric field theory in
1873, he said at the outset of his treatise,
Before I began the study of
electricity I resolved to read no mathematics on
the subject until I had first read [Faraday].
You see, Faraday's pioneering work
made little sense to mathematicians. Now Maxwell, a
great mathematician, systematically went back and
climbed inside Faraday's head. There he found a great
garden of delights. Here's what he said about the
experience:
I found that ... Faraday's
methods ... begin with the whole and arrive at
the parts by analysis, while the ordinary
mathematical methods were founded on the
principle of beginning with the parts and
building up the whole by synthesis.
Faraday was virtually uneducated, but
he had an ace up his sleeve. He was dyslexic. And one
typical dyslexic trait is a powerful visual sense.
Faraday forged a finished image in his mind's eye,
then he broke that image down into parts that people
could understand.
Maxwell tells us that Faraday built a
mental picture of lines of force, filling space,
shaping themselves into lovely arrays.
Faraday drives his biographers crazy
with the seeming irrationality of his thought
processes. How can you start with the finished
skyscraper, then build the foundation below it?
But Maxwell converted Faraday's
vision of force fields into mathematical language and
then plotted the equations. They form wild, graceful
spider webs. And we see at last what Faraday had seen
first.
But that leaves a nagging problem for
us. Faraday's work came first. Maxwell cast that
vision into mathematical terms, then laid it down on
two-dimensional paper. The problem is, that's not how
the vision came into being -- any more than Gibbs's
thermodynamics came into being as thermodynamic
graphs.
I am terribly afraid that the
computer is so relaxing the eye or our mind that that
eye will no longer serve us in the 21st century.
Indeed, notice that I've done
something very unconventional here this morning. I'm
talking to you without using the overhead projector.
I do that because I so badly want you to follow me
with the eye of your mind and not with the eyes in
your forehead.
Now: Back to that dock in San Diego
-- back to the design of the New Zealand boat. It
embodied the three elements that must characterize
engineering design in the 21st century.
Trial and error
Cooperation
and Spatial Visualization.
I've spoken about the first two. But
the visualization part is more subtle. Since
computational fluid dynamics is still a fairly crude
art, the true design process went on in the workshop
-- much as it did for a medieval mason. It was
cut-and-try in the real world. The computer was only
an extension of the mind. It was neither the
beginning nor the end of thinking.
Now: what of the future? I would rank
my hope for these three elements in the following
order: I am most hopeful about the evolution of
community. We're going to have a harder time
accepting the importance of error in our work. As for
visualization -- well, the deck is stacked against us
there.
First, community: the computer
networks are bringing a new creative anarchy upon us.
The networks level hierarchy. They make a great Skunk
Works of society. Industry is beginning to perceive
that design will never flourish within a hierarchy.
The universities are also catching
on. We're finally easing off on the requirement that
students always work alone. We catch on to the fact
that, like invention itself, learning is a communal
act.
Design faculties have been leading
the charge on that one. I have great hope that
leaderless communities will emerge as the center of
engineering design.
True trial and error is harder for us
to accept. Industry doesn't want to lose time
iterating. The people who look at profit and loss
have a hard time understanding that the shortest
distance between two points is almost never a
straight line.
We faculty see ourselves losing the
valuable class time that we need to "cover"
everything. And we do lose time when we ask students
to do open-ended exercises.
You and I know perfectly well that
rapid trial and error -- a rapid learning curve, rich
in possibility -- is the fastest road to good design.
But it takes more courage than most of us have to go
through the process. So we'll have to work very hard
to hold on to that face of good design.
And as for visualization. There's
where I have my greatest trepidation. Many people
simply look at me as though I were crazy when I say
that computer simulation is taking away our ability
to visualize. The stuff on the screen is too lush.
It's too compelling.
But visualization is where concept
begins. The computer can't do that for us. Medieval
masons literally built castles in the air, in their
minds, before they built them on the ground. That's
what we have to learn to do again. If we don't, the
brilliance of computer displays will grow
increasingly empty.
The drama I'm describing played
itself out once before in human history. It went like
this: The invention of printing, like the invention
of the computer, began as an extension of old
thinking.
The first printed books, beginning in
1455, were only facsimiles of the old hand-written
manuscripts. It took about thirty years for printers
to create a new vocabulary of illustration. In the
mid-1480s we see the first scientific illustration in
printed books. They were only crude sketches cut into
woodblocks.
But, by 1525, the artist Albrecht
Dürer had published the first textbook on
descriptive geometry. He also honed the technology of
copperplate engraving. Almost immediately, a new and
accurate technology of printed illustration replaced
the old mental constructs of the Medieval world.
Printing had, by then, reached the
point that the computer has reached today. The result
was the creation of an array of new sciences:
anatomy, geography, botany, zoology -- all in forms
that hadn't existed before.
For 265 years the new sciences limped
along -- becoming more and more blatantly
descriptive. Every now and then, a Galileo or Newton
would plumb his own capacity for visualization and
kick us forward.
But go back and read the old books.
So many pictures and so little understanding.
Finally, around 1790, the Romantic
poets began saying that -- and I quote William Blake
here -- "Without man, nature is barren."
They took 18th century science to task for all that
undifferentiated observation. They told us that our
minds must be part of the equation.
Scientists and engineers of the 19th
century understood. And the scope of their work took
a dazzling leap forward.
Now we face the same problem. The
computer will create such a powerful illusion of
visualization and creativity that we could well be in
for another long dry patch.
So today I call upon you to
capitalize on the powerful realization that we
accomplish far more by building cooperation into our
working methods. I call upon you to keep the error in
trial-and-error.
But the most important thing I call
upon you to do is to find a place for the eye of the
mind -- the human mind -- in engineering design. For,
believe me, it is under attack, and it is the most
precious thing you all have in your tool kit.
SOME SOURCE MATERIAL
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