Once again we open our TCP mailbag, spend a
couple days deleting spam, and then let loose our resident crank expert, Dr. Sigma, to
tackle your probing queries.
Dear Dr. Sigma:
Im an engineer working on a new assembly setup. Recently my GM went on a tirade
and peppered his rant with the words "queuing theory." My colleagues are
convinced he made this term up or is completely misquoting some article he read in
BusinessWeek. Please settle the bet weve made and tell us if "queuing
theory" is a real thing, and if so, what does it mean? Lunch at the Sizzler is riding
on your answer.
--Waiting to Inhale
Dear Waiting:
While I cant tell you if your GMs use of the term was
correct, "queuing theory" is in fact real and probably should mean something to
you. Don Reinertsen discusses this at length in chapter 3 of his book, Managing the Design
Factory, where he describes the origin of this obscure school of statistical mathematics
and its implications in managing development work.
For your benefit, Ill focus on what I think is a critical
queuing theory concept, which is the "feeding queue." Call me a geek, but I
ponder this every time I go to the supermarket. When I buy groceries, I typically have
less than 20 items, but am always confused about which line will get me out of there the
fastest. The express line has 6 people in it, all with varying amounts of stuff. The
non-express line only has 2 people in it, but each has a full shopping cart. The first has
less total items to process, but more payment transactions. Maybe I can solve this problem
with math, but then what happens if the line I choose has a problem with the register
computer, or the person in front of me has to pay with a check that causes a 10 minute
delay?
One solution may be a feeding queue, which they seem to have figured
out at airport check in, but not the supermarket. In a feeding queue, there is only one
line that everyone stands in, and the next person goes to whichever station becomes
available next. Ill leave it to you to figure out how this may apply to your work.
Whoever won your bet better mail me some fries.
--Dr. Sigma
Dear Dr. Sigma:
In my company, we put a lot of pressure on ourselves to be first to market with every
product. Subsequently, decisions are always made based on time. The problem is that
sometimes I just feel like we make too many mistakes and cut too many corners because we
are rushed, but my arguments are always shut down because of this time pressure. I still
think sometimes this pressure is artificial and does the opposite of what we want. Can you
help me argue this more intelligently?
TIA, youre better than Google.
--Speedy Gonzales
Dear Speedy:
Good for you for not blindly swallowing time-to-market. Like every
management principle, if you separate the practice from its context, you open up the door
to every "exception" to these so-called "rules." Being first is a
strategic tool that does not fit every product, and should not be overused. If youre
a baseball pitcher who can only throw a fastball, you may be unhittable, but only until
the batters get your timing down. To be successful over the long haul, you need to learn
some new pitches, and how and when to mix it up for what kind of batter in what situation.
The same goes for product development.
Youre right that sometimes its to your advantage to not
be first. Betamax was first. A host of forgotten PDAs came before the Palm Pilot, and the
Palm Pilot was first to pioneer the right kind of PDA for consumers, but look at their
struggle now. Many other products have come in to take the place of the category pioneer,
letting the innovators spend the money to learn the lessons in the marketplace and then
swooping in and presenting a more elegant solution at a lower price. Its difficult
to do, but important to know when being "right-to-market" should take precedence
over being first.
In my opinion, companies like Sony and Microsoft do the best job of
this. Sony will wait many, many cycles of product generations and test products in the
marketplace with Bhuddist-like patience before they will give up on it (e.g. any walkman
or discman, or their Vaio PC line). And Microsoft is infamous for not getting any software
product truly right until the third release to customers. You may argue that they simply
have the wealth to pull this off, but its still admirable.
Dont take this the wrong way sometimes you do have to
be first. Many studies over the years have shown how market share dominance was tied to
speed-to-market. But common sense tells us that this likely relates more to product line
extensions and established markets than new-to-the-world innovations. Just try to know
what situation youre in and how that affects your strategy.
So you think Im better than an editor-supported, algorithmic
automaton? Um
thanks.
--Dr. Sigma
We
share reader reactions to TCP articles on our website.
Please send any feedback to gregg@roundtable.com

In previous issues, we've spent time discussing the work of Robert McMath,
author of "What were they thinking" and proprietor of the New Products Showcase,
a museum of failed consumer products that missed the mark either with packaging or their
value proposition (stuff like "garlic cake" and "crystal pepsi"). This
month our web review looks at a similar problem, but from a different angle, discussing
things that were designed with poor usability or "human factors."
"Bad designs" is one of those websites that will
make you nostalgic for the old days of the web - a plain, yet solid, effort focused on
eclectic minutiae, this time it's "human factors". Let's face it, most things in
this world are poorly designed, probably because the best designs are done in such a
subtle way that their "design" is unnoticeable and thus taken for granted. It's
typically only when something doesn't work right for you that you notice a poor design.
"Bad Designs" very simply takes real world examples from any area
imaginable - consumer goods, tools and devices, vending machine interfaces and even
traffic stops - to point out bad designs, what problems they present, and even to suggest
potential design alternatives, some of them quite clever.
This website is both humorous and informative, and should serve as
an excellent thought-provoking mechanism for anyone approaching design work where
usability is a concern. Below are a few of my favorite examples from the site:
Send
me your Top Ten List suggestions - gregg@roundtable.com
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