Design: Creation of Artifacts in Society
Karl T. Ulrich
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Copyright 2005–2011 by Karl T. Ulrich
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DESIGN
creation of artifacts in society
Karl T. Ulrich
Contents
As a freshman entering MIT I intended to be a physician, but early in my first year I made new friends who were taking mechanical design courses. They were always carrying around bags of interesting components and displaying metal parts they had made in the machine shop. I was bitten early by the design bug and took all the courses I could on the subject. My identity as designer was solidified in 1979 as a winner of the MIT “2.70” design contest (now 2.007), an outcome that gave me near celebrity status in the hacker-designer crowd at MIT. I was fortunate to have as professors Ernesto Blanco, Woodie Flowers, David Jansson, Warren Seering, and others who were deeply committed to design education.

Karl Ulrich, age 19, winning the MIT “2.70” design contest. Source: MIT.
Chapter 1
Introduction to Design
Here are some of the human activities characterized as design:

Exhibit 1-1. A computer program to find the smallest divisor of an integer N, written in Scheme, a dialect of the programming language LISP. Source: Abelson and Sussman, 1996.

Exhibit 1-2. Insalata Caprese, allegedly originally from the island of Capri in the Campania region of Italy.

Exhibit 1-3. Connecting rods for an automotive engine. Source: LN Engineering.

Exhibit 1-4. The logo for Xootr brand scooters. Source: Lunar Design.

Exhibit 1-5. A glass staircase for the Apple Store in Osaka, Japan. Source: Koji Okumura

Exhibit 1-6. The Sony Cyber-shot digital camera. Source: Sony Corporation.

Exhibit 1-7. The Eclipse jet. Source: Eclipse Aviation.

Exhibit 1-8. Fisher Fine Arts library at the University of Pennsylvania. Designed by Frank Furness and completed in 1890. Source: Wikipedia.
Unifying Framework
From code to cameras and logos to libraries, design domains are highly diverse, and the tools and methods used by designers in these domains can be highly specialized. However, the activity of design across all domains can be usefully unified by a single framework.

Exhibit 1-9. Design and production are the two activities that deliver artifacts to address gaps in the user experience.
Sense gap. Design begins with a perception of a gap in the user experience. Without a gap, there is no motive for design. The gap may be perceived by users themselves or by observers.
Define problem. In effect, problem definition is the creation by the designer of an explanation of why the user experiences a gap. This diagnosis can be thought of as an identification of user needs that are not being met in the current state and/or the recognition of criteria for a high-quality solution. Problem definition is implicit in many design efforts, particularly when users are themselves designers, but is generally an explicit part of professional design efforts, expressed in the form of a design brief, customer needs list, or other document. Chapter 3 focuses on problem definition.
Explore alternatives. Given a problem, designers almost always explore alternatives. (This step is sometimes called search.) I devote Chapter 4 to exploration.
Select plan. Exploration typically exposes more than one solution, so design requires some sort of evaluation and selection from among alternatives. Some designers consider many alternatives simultaneously when selecting a plan. Others articulate, evaluate, and refine plans iteratively and select the first plan that is good enough.

Exhibit 1-10. Design can be thought of as four information processing steps.

Exhibit 1-11. Actual allocation of design team time to three categories. Source: Günther 1996.
What Is Good Design?
Design is difficult in that it absorbs substantial cognitive effort, typically requires multiple iterations, and rarely results in an optimal artifact, even in situations for which the notion of optimality can be defined. The few design domains that have been described by formal mathematical languages are, in the nomenclature of computational complexity, NP-complete search problems, meaning that the theoretically optimal solution cannot reliably be found.5 Most design domains have not even been formalized, making the inherent complexity even greater and the prospect of optimality even more distant. However, users can generally still evaluate the quality of the outcome of the design process, and different artifacts designed to address the same gap can certainly exhibit markedly different levels of quality.
How well did the designer diagnose the gap in the user experience? Is the problem as understood by the designer consistent with the causes of the gap experienced by the user? In simple terms, did the designer understand the problem?
Has the scope for exploration been defined in a way that the space of possibilities includes high-quality solutions? In the nomenclature of cognitive psychology, has the design problem been framed in a way that allows for the discovery of high-quality solutions?
Did the designer succeed in finding high-quality designs within the solution space that has been defined? Often this result depends on both the skill and knowledge of the designer and on the ease and accuracy with which the designer can forecast the quality of a design without actually having to produce it.
Design Is Everything?
The marketing consultant Regis McKenna wrote a famous article in Harvard Business Review entitled “Marketing Is Everything” (1991). I know several designers whose blood boiled in response to this title. A common refrain among designers is that indeed design is everything (and certainly subsumes marketing). I’m sympathetic to this view, having observed a lot of dysfunctional managerial and political processes that would have been substantially improved by posing a challenge as a design problem and then applying the basic design process. (How often have you participated in a group effort for which no one had clearly articulated the problem, explored alternatives, or carefully selected a plan from the alternatives?)
This Book
The central theme of this book is that a unifying framework informs the human activity of design across all domains. With few exceptions, each idea in this book applies to graphics, environments, products, software, services, machines, and buildings. I dream that the design process could be integral to the primary, secondary, and postsecondary education of all individuals in modern society. This book is an attempt to lay out some of the ideas that would form that education.
Problem Solving and Design
Design Problem Definition
Exploration
Users, Experts, and Institutions in Design
The Architecture of Artifacts
Aesthetics in Design
Variety
Conclusion
Notes
1 This definition draws on those proposed by at least two others. Edgar Kaufmann Jr., curator of the industrial design department at MOMA 1946–1948, wrote that “design is conceiving and giving form to objects used in everyday life” (Kaufmann 1970). Klaus Krippendorf and Reinhart Butter (1984) wrote, “Design is the conscious creation of forms to serve human needs.”
2 See the three-volume set Phaidon Design Classics for 999 “industrially manufactured objects of aesthetic value and timeless quality” (2006). Although they assume a more limited definition of design than I adopt in this book, the Phaidon Classics are nevertheless a fascinating collection of artifacts.
3 Terwiesch (2007) provides a comprehensive discussion of product development as problem solving. Product development is a specific economic activity that includes design tasks.
4 See Terwiesch and Ulrich (2009) for a more comprehensive treatment of various modes of innovation in industrial practice.
5 NP means that the time required for an agent to find a solution increases with the size of the problem according to a relationship that is not polynomial (e.g., exponential, factorial, etc.). In other words, the problem “explodes” in magnitude in a way that finding a truly optimal solution is impossible in a reasonable amount of time, even with very fast computing.
References
Abelson, H., and Gerald Jay Sussman. 1996. Structure and Interpretation of Computer Programs. Cambridge, MA: MIT Press.
Günther, J., E. Frankenberger, and P. Auer. 1996. “Investigation of Individual and Team Design Processes in Mechanical Engineering.” In Analysing Design Activity, eds. N. Cross et al. Chichester, UK: John Wiley and Sons Ltd.
Kaufmann, Edgar. 1970. Introductions to Modern Design: What Is Modern Design & What Is Modern Interior Design. New York: Museum of Modern Art Publications in Reprint.
Krippendorff, K., and Reinhart Butter. 1984. “Product Semantics: Exploring the Symbolic Qualities of Form.” Innovation 3 (Spring): 4–9.
McKenna, Regis. 1991. “Marketing Is Everything.” Harvard Business Review 69 (1): 65–79.
Phaidon Design Classics. 2006. Vols. 1–3. London: Phaidon Press.
Rybczynski, Witold. 2000. One Good Turn: A Natural History of the Screwdriver and the Screw. New York: Scribner.
Simon, Herbert A. 1996. The Sciences of the Artificial. Cambridge: MIT Press.
Simpson, John, and Edmund Weiner, eds. 1989. The Oxford English Dictionary. New York: Oxford University Press.
Terwiesch, Christian. 2007. “Product Development as a Problem-solving Process.” In Blackwell Handbook on Technology and Innovation Management, ed. Scott Shane, 143–172. New York: Wiley-Blackwell.
Terwiesch, Christian, and K. T. Ulrich. 2009. Innovation Tournaments: Creating and Selecting Exceptional Opportunities. Boston, MA: Harvard Business Press.
Appendix: The Word Design
The word design comes to English via French from the Latin root signum and means literally to mark out. It was first used in English in the sense I use it in this book in the seventeenth century (OED 1989). By now, the word has assumed many meanings and covers a lot of territory in the English language. Exhibit 1-12 shows the words in several other languages that are used similarly to the way design is used in English. German has perhaps the most different terms for more precisely characterizing the different notions of design. Many of these words come from Latin roots, which are probably recognizable to most readers. Interestingly, the English word design is popular in other languages and has been adopted either exactly or phonetically (e.g., dezain in Japanese). In some of these languages, a word similar to design derived more directly from Latin and/or French has a different meaning. For example, in Italian, disegnare has the very narrow meaning “to draw,” and either the English word design or the word progettazione (verb progettare) is used to refer to the activity of design; in French, the word désigner means to designate, not to design, and either design, dessein, or conception is used.

Exhibit 1-12. Words in several other languages used in a way similar to the English word design. The most similar terms are outlined with boxes.
Chapter 2
Problem Solving and Design
Benjamin Franklin was an irrepressible problem solver, tackling challenges as diverse as fire prevention, higher education, and home heating. Yet I don’t think of him as first and foremost a designer, perhaps because of some significant differences between problem solving and design. This chapter attempts to disentangle the real and perceived differences between design and problem solving and to elucidate both barriers and opportunities for the application of “design thinking” to problem solving more generally.

Exhibit 2-1. A pair of “Franklin-type” bifocals from the late eighteenth century. Source: The College of Optometrists (British Optical Association Museum), London.

Exhibit 2-2. Letter to George Whatley from Benjamin Franklin describing the creation of bifocals to address the problem of vision correction for both near and far distances. The text of a portion of this letter is in the appendix. Source: United States Library of Congress.
Taxonomy of Problems
While pretty much all problem solving can be thought of as a process by which a gap in an agent’s experience is closed, a taxonomy of problem types allows us to tighten the distinction between design problems and other types of problems. The categories in the taxonomy and their relationships are illustrated in Exhibit 2-5. The first distinction in the taxonomy is between problems for which there is an existing artifact or operating system and those for which there is no such artifact. This distinction separates all problems into two broad categories: design problems and system improvement problems. The other categories map either across or within these two divisions.


Exhibit 2-3. Design and production address gaps in the user experience. The design process can be thought of as four steps.

Exhibit 2-4. A generic problem-solving process. Problem solving addresses a gap between the state of the world and a desired state from the perspective of an agent.

Exhibit 2-5. Six types of problems, one of which is design problems.
Design problems
The bulk of the book focuses on design problems. The hallmark of design problems is that the designer creates a plan for a new artifact in response to a gap. A central feature of design problem solving is the exploration of alternatives.
Selection problems
Selection problems are a subset of design problems in which the alternatives are already well articulated or relatively easy to discover. The central challenge is to select from among those clearly articulated alternatives. For example, when a firm needs to install a new accounting system, the problem solver can typically readily identify the available alternatives. These alternatives are the systems available on the market, as the firm would rarely create its own accounting system from scratch. The challenge is evaluating the alternatives and then selecting one. I include selection problems within the larger category of design problems because even with the most straightforward selection problems, the problem solver does have to at least articulate the alternatives, which is a form of exploration.
System improvement problems
Unlike design problems, system improvement problems concern modifications to existing artifacts or systems. The problem-solving process for system improvement problems typically involves the comparison of existing performance with some notion of ideal performance. Then, the problem solver focuses on exploring alternative approaches to improving performance. For example, the admissions process for business schools is a tricky undertaking requiring high levels of efficiency, fairness, and predictive accuracy. Most schools are continually attempting to improve the performance of the system. While creating an admissions process from scratch is clearly a design problem, improving an existing admissions process is qualitatively different. Some elements of difference, for example, are that improvement tends to comprise several incremental changes, often applied sequentially; the focus of problem solving is often defect reduction, which has a forensic quality to it; and system improvement typically benefits from a wealth of data from the existing system. None of these attributes is typical of design problems.
Tuning problems
A particular flavor of system improvement problems is tuning problems. Tuning problems are limited to incremental adjustments to parameters of an existing artifact. For example, consider the process for making plywood. A log is positioned on a machine (essentially a large lathe) that spins the log while a wide blade peels off a 2.5-meter-wide ribbon of wood veneer. That ribbon is subsequently cut into rectangular pieces, stacked into a sandwich with glue between the layers, and then squeezed in a heated press to cure the adhesive. Like most manufacturers, plywood makers are continually engaged in system improvement problems. One such problem is the tuning problem associated with the veneer-making process. The process parameters include, among others, rotational speed, blade shape, cutting angle, cutting pressure, and log moisture content. There are of course infinite possible combinations of these variables. The tuning problem is to find the combination that both achieves the best performance (wood utilization, consistency, surface finish, etc.) and delivers consistent results under varying conditions. A variety of methods have been developed for solving tuning problems. See particularly “optimal design” methods, which are appropriate in cases where mathematical models of the artifact exist (Papalambros and Wilde 2000) and experimental methods, which are appropriate for cases where analytical models are elusive (Ulrich and Eppinger 2011).
Crises
A crisis is simply a problem that must be solved quickly. In economic terms, the opportunity cost of time is very high for crises (e.g., a patient is bleeding, a company is failing, coal miners are trapped, public opinion is forming in the wake of an event). Crises can be design problems or system improvement problems. For example, when the crew of Apollo 13 said, “Houston, we have a problem,”2 everyone soon knew that the problem had to be addressed quickly or the astronauts would die. The Apollo 13 crisis comprised, among others, a design problem—how to create an air filter from available materials (Exhibit 2-6)—as well as a system improvement problem—how to minimize the electrical current draw from the systems in the aircraft.
Wicked problems
Rittel and Webber (1973) defined a class of problems as wicked, kind of a catch-all term for problems that are extraordinarily hard to solve, and for which even clear definition is difficult. I like the term wicked problem, but have never felt it was defined with adequate precision. Here I use the term to refer to problems for which stakeholder objectives are fundamentally in conflict. Examples of such problems include territorial disputes in and around Jerusalem, global warming, public school reform, and terrorism. Like crises, wicked problems can be either design problems or system improvement problems.
Deliberate Process, Importance, and Time
My view of problem solving and design is process oriented. My students often ask whether a deliberate process is always the best way to solve a problem.

Exhibit 2-6. The air filter designed and built by the Apollo 13 crew from available materials when faced with a crisis. Source: NASA.

Exhibit 2-7. The use of deliberate process depends on the opportunity cost of time and the relative value of achieving the optimal outcome.
Why the resistance to structured processes?
If a deliberate problem-solving process is warranted for a large fraction of the problems we face as professionals, why do humans so resist such processes? This resistance ranges from passive neglect to active loathing. I believe there are at least three reasons for the resistance. First, the application of structured processes is hard work, and most of us resist hard work when possible. Second, problem solvers rarely observe how well they might have done with the application of a structured process. That is, the opportunity cost of not applying a structured process is rarely obvious, and so the impetus for applying a process may not be well understood. The third reason is largely a conjecture on my part, but is interesting to think about.
Design and Innovation
I wrote the bulk of this book at the same time I was coauthoring a book on innovation (Terwiesch and Ulrich 2009). Because of this confluence of activities, I was forced to reflect on the similarities and differences between design and innovation. Design and innovation are quite similar endeavors, but there are at least three distinctions.
The Culture of Designers
Designers share some elements of common culture, even though diverse design domains typically possess idiosyncratic subcultures. Design culture sometimes clashes with, for example, the cultures of politicians, lawyers, and some managers. As I reflect on the unique aspects of design culture, I identify three key elements.
Optimism versus criticism
Designers are optimistic. They are accustomed to facing problems and solving them. This optimism contrasts with the culture of criticism one often finds in some other professions. For example, lawyers are trained to imagine the worst possible outcomes and protect against them. Designers are trained to imagine the best possible outcome that one might be able to create with a novel artifact. It is no surprise that these two groups of professionals often find themselves in a clash of cultures.
Prototyping and iteration
Good designers tend to have a bias for building, trying, and refining artifacts, rather than perfectly refining a theoretical plan. The design culture is one of prototyping and testing as much as it is one of conceptual exploration. This bias makes sense when faced with a high level of uncertainty and a lack of theory, as is often the case for design problems. The bias for action can be detrimental for problems in which data and analysis are powerful tools for finding solutions, as is the case for some problems in engineering and management.
Elegance
Designers tend to strive for elegance. It bothers most designers to create something sloppy even if it works. While elegance is an ill-defined concept, I think it tends to comprise originality, beauty, surprise, and an efficient use of resources. Many have tried to articulate what makes for good design. One effort I like is by Paul Graham (2004), a software entrepreneur, who argues that good design is, among other things, daring, timeless, slightly funny, and hard (but looks easy).
Nontraditional Design
This book is mostly focused on designed physical objects, although in Chapter 1 I offered a more general view of design and a more general notion of artifacts. I believe that most of the ideas in this book apply to the design of organizations, social systems, business models, and services as well as they do to the design of physical goods.
Concluding Remarks
There is a lot of human problem solving that is not really design. However, I believe that much of human problem solving would benefit from more design process, not less. The hallmark of design is an exploration of alternatives and careful selection from among those alternatives, an approach that tends to make for good problem solving. I would also like to see greater diffusion of the culture of design, one of optimism, elegance, and a bias for action.

Exhibit 2-8. Design applied to business models.
Notes
1 Karl Popper (1999) argued that “all life is problem solving” and that the basic elements of all problem solving are (1) recognizing the problem, (2) attempting alternative solutions, and (3) eliminating approaches that do not work.
2 This quote isn’t quite right. Astronaut James Lovell actually said, “Houston, we’ve had a problem,” but the present tense sounds better.
3 The notion of optimality is a bit loose here because most problems cannot be formalized in a way that optimality can really be defined. One way to think about the definition of the value of a near-optimal solution is to think about the probability distribution over the quality of solutions for a given problem. One might think of the horizontal axis in Exhibit 2-7 as the value of the standard deviation of this distribution.
References
Graham, Paul. 2004. “Taste for Makers.” In Hackers and Painters: Big Ideas from the Computer Age, 130–145. Sebastopol, CA: O’Reilly Media. http://www.paulgraham.com/taste.html.
Griffin, Abbie. 1997. “The Effect of Project and Process Characteristics on Product Development Cycle Time.” Journal of Marketing Research 34 (1): 24–35.
Papalambros, Panos Y., and Douglass J. Wilde. 2000. Principles of Optimal Design: Modeling and Computation. Cambridge: Cambridge University Press.
Popper, Karl. 1999. All Life Is Problem Solving. London: Routledge.
Rittel, H., and M. Webber. 1973. “Dilemmas in a General Theory of Planning.” Policy Sciences 4: 155–169.
Terwiesch, Christian. 2007. “Product Development as a Problem-solving Process.” In Blackwell Handbook on Technology and Innovation Management, ed. Scott Shane, 143–172. New York: Wiley-Blackwell.
Terwiesch, Christian, and K. T. Ulrich. 2009. Innovation Tournaments: Creating and Selecting Exceptional Opportunities. Boston, MA: Harvard Business Press.
Tyre, M. J., S. D. Eppinger, and Eva M. H. Csizinszky. 1993. “Systematic Versus Intuitive Problem Solving on the Shop Floor: Does It Matter?” Working Paper 3716, MIT Leaders for Manufacturing Program, July.
Ulrich, K. T., and Steven D. Eppinger. 2011. Product Design and Development. New York: Irwin/McGraw-Hill.
Appendix
Following is an excerpt from Benjamin Franklin’s letter to George Whatley dated May 23, 1785. Whatley was a philanthropist and close friend of Franklin’s.
By Mr. Dollond’s saying, that my double Spectacles can only serve particular Eyes, I doubt he has not been rightly informed of their Construction. I imagine it will be found pretty generally true, that the same Convexity of Glass, through which a Man sees clearest and best at the Distance proper for Reading, is not the best for greater Distances. I therefore had formerly two Pair of Spectacles, which I shifted occasionally, as in travelling I sometimes read, and often wanted to regard the Prospects. Finding this Change troublesome, and not always sufficiently ready, I had the Glasses cut, and half of each kind associated in the same Circle, thus, [Franklin’s sketch follows].
Chapter 3
Design Problem Definition
As I explained in the preceding chapters, I decompose the activity of design into four steps. This chapter focuses on problem definition and Chapter 4 focuses on exploration, the two middle steps, shown again in Exhibit 3-1.1

Exhibit 3-1. The design process can be thought of as four steps.
The Function of the Artifact
The function of an artifact is what it does as opposed to its structural characteristics (Crilly 2010). A theoretical ideal in design—one that avoids predetermining the solution—is to describe function in a way that does not imply a particular approach. Yet, describing function necessarily requires some such assumptions.
Exhibit 3-2. The wood-fueled Biolite cooking stove for developing regions of the world. The stove includes a fan for enhancing the flow of combustion air, which is powered by a thermoelectric
device. Source: Biolite.
Problem hierarchies as a way to describe function
Theodore Levitt famously wrote that “people buy ¼-inch drill bits but need ¼-inch holes” (Levitt 1977). Of course, people don’t really need ¼-inch holes either, but rather, they need, for instance, to fasten a book shelf to the wall. Indeed, any statement of a design problem, of the basic function of an artifact, reflects a decision about the level of abstraction at which the problem will be tackled, and assumptions about how the function will be addressed.

Exhibit 3-3. Problem hierarchy for the initial problem definition “In what way might we drive a 6 mm drill bit at 1000 rpm?”

Exhibit 3-4. Problem network based on the question “In what way might we educate ourselves?”
Formal descriptions of function
In most cases, the basic function of artifacts is described using unstructured text, as in “drive a 6 mm bit at 1000 rpm.” However in some domains, problems can be described more formally. For instance, in architecture, problem definition, or programming, often includes an adjacency diagram as shown in Exhibit 3-5. The most basic function of the facility for the Camden Community Center might be stated as “provide a physical space for programs that enhance the health and well-being of the San Jose community.” An elaboration of that basic function specifies the types and sizes of spaces required and the desired relationships among those spaces. It does not contain any description of the form, position, orientation, or materials that would comprise the eventual building. In this sense it is still the what and not the how.

Exhibit 3-5. Bubble, or adjacency, diagram for Camden Community Center (San Jose, California). Source: Sabrina Phillips.
Desirable Qualities in the Artifact
The basic function of an artifact is rarely all the user cares about. For instance, even if a paperweight does its job of preventing paper from blowing about, the user probably also cares how it looks. In this case, while aesthetics is not a basic function of the paperweight, it is a quality of that artifact that must concern its designer.
Needs
In the field of product design, the desired qualities in an artifact are called needs, a term I’ll adopt here. User needs are usually represented as a list of thirty to one hundred desired qualities of an artifact. That list is in essence a causal model of the relationship between artifact characteristics and user satisfaction. The list is an understanding by the designer of what the user cares about and what characteristics drive preference and satisfaction. If the artifact possesses those qualities, the user will be satisfied. Exhibit 3-6 is a list of 66 needs for a hand cart, derived from one-on-one interaction with potential users using the methodology of Ulrich and Eppinger (2011). In practice, needs are derived from both verbal interaction with potential users and from passive observational studies of potential users grappling with the basic problem the designer is trying to solve.
Stakeholders
When user-innovators create artifacts for themselves, the activity of defining the problem and articulating needs may never be formally conducted—needs remain implicit for the designer. When professional designers create artifacts for others, some process of understanding and documenting needs is almost always adopted in practice. When potential users are essentially aligned in their interests, they may be thought of as a market segment or user community and treated somewhat alike. However, in some cases, an artifact is intended to address the needs of a collection of stakeholders whose needs are not aligned. The same prison must serve both inmates and guards. The same school lunch must be tasty (for kids), healthy (for parents), and inexpensive (for school districts). Problem definition therefore benefits from a deliberate identification of stakeholder groups with interests in the resulting artifact, and from an articulation of the distinct needs of those stakeholder groups.
Do users really need most artifacts?
In the context of this chapter, needs are desired qualities of an artifact, rather than the attributes of the artifact that are needed in some fundamental sense. For instance, Exhibit 3-7 is the Hardee’s Monster Big Burger, which features two 1/3-pound patties of beef, three slices of cheese, four strips of bacon, and mayonnaise on a buttered roll. No one needs this artifact, yet it clearly delivers satisfaction to individuals in the market segment targeted by Hardee’s. (Incidentally, I am not arguing against the creation of the Hardee’s Big Burger; I’m only observing that it is clearly not a healthy solution to meeting the basic need for everyday calories.)
Specifying and Quantifying Design Problems
Measurement is part of the religion of modern management. As annoying as attempts to measure everything can be, measurement has unambiguously led to dramatic and remarkable performance improvement in many human endeavors, including manufacturing, athletics, science, and medicine.
Exhibit 3-6. A list of needs for a personal hand cart. The needs in boldface are the primary needs, generalizations of the more detailed secondary needs.

Exhibit 3-7. The Hardee’s Monster Big Burger.
What need does this artifact address? Source: Hardee’s.