ANCIENT&
not so ancient
WISDOM
offering a weekly positive perspective

June
24, 2004
Sometimes,
the fastest way to get to the end is to
throw everything out and start over.
- Dr. David L. Akin (1953 - )
David Akin is Associate Professor, Space Systems Laboratory
Director at the University of Maryland. He has been involved
in spacecraft and space systems design and development for
his entire career, including teaching the senior-level
capstone spacecraft design course, for ten years at MIT and
now at the University of Maryland for more than a decade. His research
interests include space systems, space human factors, space
telerobotics, advanced spacesuit design, and human/robotic
interactions. Current research projects include Advanced EVA
Tool Project, Maryland Advanced Research/Simulation Suit,
Ranger Neutral Buoyancy Vehicle, Ranger Telerobotic Shuttle
Experiment, Ranger Neutral Buoyancy Vehicle II, and
Supplemental Camera and Maneuvering Platform.
The
following are Dr. Akin's Laws of Spacecraft Design. He
originally wrote them for a senior design class, as a strong
hint on how best to survive the design experience,
and convey important concepts to students in
spacecraft design in a manner to foster learning..
Months later, he received a phone call from a friend in
California complimenting him on the Laws, which he saw on a
"joke-of-the-day" listserve. Since then, Akin's
Laws have been posted on half a dozen sites around the world
that present various editions of the Laws, including one
site which converted them to the Laws of Certified Public
Accounting. Obviously,
others see that the
concepts apply well in business and life.
Akin's
Laws of Spacecraft Design
1.
Engineering is done with numbers. Analysis without numbers
is only an opinion.
2.
To design a spacecraft right takes an infinite amount of
effort. This is why it's a good idea to design them to
operate when some things are wrong .
3.
Design is an iterative process. The necessary number of
iterations is one more than the number you have currently
done. This is true at any point in time.
4.
Your best design efforts will inevitably wind up being
useless in the final design. Learn to live with the
disappointment.
5.
(Miller's Law) Three points determine a curve.
6.
(Mar's Law) Everything is linear if plotted log-log with a
fat magic marker.
7.
At the start of any design effort, the person who most wants
to be team leader is least likely to be capable of it.
8.
In nature, the optimum is almost always in the middle
somewhere. Distrust assertions that the optimum is at an
extreme point.
9.
Not having all the information you need is never a
satisfactory excuse for not starting the analysis.
10.
When in doubt, estimate. In an emergency, guess. But be sure
to go back and clean up the mess when the real numbers come
along.
11.
Sometimes, the fastest way to get to the end is to throw
everything out and start over.
12.
There is never a single right solution. There are always
multiple wrong ones, though.
13.
Design is based on requirements. There's no justification
for designing something one bit "better" than the
requirements dictate.
14.
(Edison's Law) "Better" is the enemy of
"good".
15.
(Shea's Law) The ability to improve a design occurs
primarily at the interfaces. This is also the prime location
for screwing it up.
16.
The previous people who did a similar analysis did not have
a direct pipeline to the wisdom of the ages. There is
therefore no reason to believe their analysis over yours.
There is especially no reason to present their analysis as
yours.
17.
The fact that an analysis appears in print has no
relationship to the likelihood of its being correct.
18.
Past experience is excellent for providing a reality check.
Too much reality can doom an otherwise worthwhile design,
though.
19.
The odds are greatly against you being immensely smarter
than everyone else in the field. If your analysis says your
terminal velocity is twice the speed of light, you may have
invented warp drive, but the chances are a lot better that
you've screwed up.
20.
A bad design with a good presentation is doomed eventually.
A good design with a bad presentation is doomed immediately.
21.
(Larrabee's Law) Half of everything you hear in a classroom
is crap. Education is figuring out which half is which.
22.
When in doubt, document. (Documentation requirements will
reach a maximum shortly after the termination of a program.)
23.
The schedule you develop will seem like a complete work of
fiction up until the time your customer fires you for not
meeting it.
24.
It's called a "Work Breakdown Structure" because
the Work remaining will grow until you have a Breakdown,
unless you enforce some Structure on it.
25.
(Bowden's Law) Following a testing failure, it's always
possible to refine the analysis to show that you really had
negative margins all along.
26.
(Montemerlo's Law) Don't do nuthin' dumb.
27.
(Varsi's Law) Schedules only move in one direction.
28.
(Ranger's Law) There ain't no such thing as a free launch.
29.
(von Tiesenhausen's Law of Program Management) To get an
accurate estimate of final program requirements, multiply
the initial time estimates by pi, and slide the decimal
point on the cost estimates one place to the right.
30.
(von Tiesenhausen's Law of Engineering Design) If you want
to have a maximum effect on the design of a new engineering
system, learn to draw. Engineers always wind up designing
the vehicle to look like the initial artist's concept.
31.
(Mo's Law of Evolutionary Development) You can't get to the
moon by climbing successively taller trees.
32.
(Atkin's Law of Demonstrations) When the hardware is working
perfectly, the really important visitors don't show up.
33.
(Patton's Law of Program Planning) A good plan violently
executed now is better than a perfect plan next week.
34.
Space is a completely unforgiving environment. If you screw
up the engineering, somebody dies (and there's no partial
credit because most of the analysis was right...)
http://spacecraft.ssl.umd.edu/akins_laws.html
Wishing
you great and continued success in all the projects in which
you involve yourself!
Sincerely,
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