Technology for Innovation: How to Create New Systems, Develop Existing Systems and Solve Related Problems
By Isak Bukhman
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Technology for Innovation - Isak Bukhman
© Shanghai Jiao Tong University Press and Isak Bukhman 2021
I. BukhmanTechnology for InnovationManagement for Professionalshttps://doi.org/10.1007/978-981-16-1041-7_1
1. The Ideas of TRIZ
Isak Bukhman¹
(1)
Watertown, MA, USA
In this chapter, we will explore the main ideas of TRIZ (The Theory of Inventive Problem Solving).
TRIZ is a science and philosophy for new system creation and existing system (in science-education-business-industry-services) development and related problem-solving. TRIZ helps to create the best possible solutions for even the most critical problems.
Genrich Altshuller and his many followers created TRIZ by using the best practices of thousands of most talented engineers and scientists, which made our technological civilization.
As a life philosophy, TRIZ will help realize each member of our societys privilege and obligation to be a creative person and live a successful, happy, and creative life.
TRIZ is the best we have today on our Planet for industry, technology, science, and education development.
Objectives
By the end of this unit, participants will be able to
1.
Discuss and interpret problems about human society development and evolution.
2.
Understand and explain the role of creativity and imagination in human society development.
3.
Understand the TRIZ as a science for system (technology) evolution.
4.
Explain the structure of TRIZ.
5.
Understand the main benefits of TRIZ.
1.1 How TRIZ Started
Our experiences help us live our lives. We share these experiences with our children. Animals do the same. Elders are respected in societies around the globe. They are the keepers of custom and tradition. They know from experience the patterns of many life events and answers to problems relevant to those events. All of us should be equipped with such knowledge to prepare for life’s new situations and solve life’s problems. Unfortunately, our typical life experiences hold only Standard Solutions for the conditions we meet. Life also provides us with many unusual situations without clear answers or solutions. Moreover, life does not always forgive mistakes. Even a few wrong decisions could potentially harm or even destroy us.
Now let us consider an important question:
Is this continuum of life experiences a result of evolution and creativity, or ….?
We have definite positive answers to this question. Any existing system is a result of evolution through earlier systems—and development cannot be stopped. Also, creativity cannot be entirely excluded from the process of human evolution. Evolution advances primarily through a succession of trials and errors with a strange balance between positive and negative results. Human society pays a huge price for the side effects of such trial-and-error evolution: millions of people killed or disabled, and millions suffering from hunger or painful and fatal illnesses.
Why do we find ourselves in such a situation, and what can we do to improve it?
It is a widespread, highly debated question, and we are not yet ready to generate a complete answer. We can suggest with some confidence that technology is part of civilization, if not wholly, responsible for why most of us are not happy and healthy. Therefore, the sub-topic of our discussion will be technology.
Technology has two sides. The positive side makes our life easier and more comfortable. The negative side destroys the environment and its ecosystems. It is fundamentally a question of life or death. Consequently, technology should exist to make our lives easier and more comfortable and not exist to save our environment. Here, the non-technological world should be considered as an exciting alternative.
Now is the time to ask the same question we asked about human society:
Is technology a process of evolution and a product of creativity?
We have definite answers to both parts of this question—technology is a process of evolution and a product of creativity.
However, if this is so, there is something wrong here: Why are we not happy with technology?
One answer could be that the speed of technological evolution is plodding, while the presence of creativity is limited. All our best inventions—those that have shaped, developed, and provided qualitative changes in technology—have been made by a handful of bright minds and happen only occasionally.
Can we increase the speed of the evolution of technology as we increase creativity for producing inventions?
More than 60 years ago, one young man formulated this question. Genrich Altshuller was born in the former Soviet Union in 1926. At the age of 14 years, he created his first invention for improving equipment for scuba diving. His hobbies led him to pursue a career as an engineer. In the 1940s, he served in the Soviet Navy as a patent expert. His job was to help inventors apply for patents. He found that he was often asked to assist in solving problems as well. His curiosity about problem-solving pushed him to find tools to help this process. His next formulated question was fundamental.
Is it enough to use more creativity and imagination for the accelerated production of useful inventions?
The answer was negative—It is perfect and helpful to have and use creativity and imagination. However, it is not enough for effectively and efficiently creating high-quality inventions in a timely way.
The next question immediately appeared—What else do we need to create critical inventions if creativity and imagination as a combination of talents, skills, and education are not enough?
To find answers, young Genrich started to analyze patents to find how inventors created inventions. He was lucky because technology can be chronicled through patents, where we can find details about inventions. It is a significant difference between nature and technology. Nature was not created and developed by people (with a few exceptions). We do not have patents
for inventions
in nature (so far), and we are not able to find all the answers on how nature was created. Technology has been designed and developed by people and, starting centuries ago, has been described in patents. Through analyzing patents, we can find answers about how thousands of developers and scientists solved complicated problems and created great inventions from the steam engine to lasers and the Internet.
Now, Altshuller had an answer—To have a complete science of technology evolution, we should use the experiences of thousands of the best inventors and scientists.
Since that time (1946), the life of Genrich Altshuller (Fig. 1.1) was changed forever. This study of inventions became a starting point for creating the Theory of Inventive Problem Solving (TRIZ is a Russian acronym for The Theory of Inventive Problem Solving
—Teopия Peшeния Изoбpeтaтeльcкиx Зaдaч).
Fig. 1.1
Russian engineer and scientist Genrich S. Altshuller (October 15, 1926–September 24, 1998) founded TRIZ in 1946
Over the following years, Altshuller screened over 200,000 patents looking for solutions and analyzing their creation methods. Of these, only 40,000 had inventive solutions. The rest were minor improvements. Altshuller defined an Inventive problem as one in which one parameter change conflicted with another parameter (or other parameters) of the product or process. Altshuller called this conflict a System Contradiction.
Altshuller defined the 39 most often used parameters that cause System Contradiction in thousands of problems, products, and processes. He found that the same problems had often been solved repeatedly using one of about 40 fundamental Inventive Principles. Solutions could have been discovered more quickly and efficiently. So Altshuller created the Matrix of System Contradictions for selecting the correct Inventive Principles to resolve a given System Contradiction. Thus, the first workable tool of TRIZ was designed.
1.2 Structure of TRIZ
In the following years, other TRIZ elements were defined, and by the 1980s, the structure of TRIZ was fully completed (Fig. 1.2).
../images/417760_1_En_1_Chapter/417760_1_En_1_Fig2_HTML.pngFig. 1.2
Structure of TRIZ
The Laws of System Evolution (Chap. 3).
Through initial research and later work that reinforces this original research, TRIZ recognizes System Evolutions Laws as a set of rules for the existence, operation, and change of systems. The Laws of System Evolution are the primary part of TRIZ and, as such, are the basis for the development of all other TRIZ elements.
System Contradictions and Inventive Principles (Chap. 6).
In any human-created systems, contradictions are the differences between system parameters. Altshuller called these parameter differences System Contradictions.
He found the 39 most often used parameters that cause System Contradictions. Usually, the same problems were solved repeatedly using one of about 40 groups of fundamental Inventive Principles. To find which of these Inventive Principles to use for a given System Contradiction, Altshuller created a Matrix of Contradictions. Altshuller Matrix helps you select combinations of conflicting parameters and reveals the Inventive Principles for resolving these combinations.
Physical Contradictions and Separation Principles (Chap. 7).
Defining the System Contradiction and reviewing the associated Inventive Principles will supply some solution concepts. However, we do not stop there, even when we have already found a good idea. Instead, we begin to analyze individually each of the conflicting parameters that have created the System Contradiction. Which parameter should we analyze first? It depends on the conditions and requirements of the given case. If a problem exists, it will be a conflict between different values of a selected parameter. This conflict within one parameter is a Physical Contradiction.
It is recommended to use all five Separation Principles for resolving any Physical Contradiction:
1.
Separation of conflicting values of a parameter in time.
2.
Separation of conflicting values of a parameter in space.
3.
Separation of conflicting values of a parameter under different conditions.
4.
Separation of conflicting values of a parameter on the system and subsystem levels.
5.
Separation of conflicting values of a parameter on the system and super-system levels.
System of Standard Solutions (Chap. 12).
There are millions of different problems among the thousands of different systems in the various domains of industry and science. However, there are a definable number of graphic models describing this ocean of problems and a definable number of transformed graphical models being possible solutions. That is the main idea of Standard Solutions, and every Standard Solution is one of such pairs of graphic models.
The System of Standard Solutions is a TRIZ tool for solving similar, standard problems and very complicated problems. Standard Solutions are not related to specific technology areas and help transfer effective solutions from one branch of technology to another.
Altshuller and his TRIZ team found and documented 76 Standard Solutions and organized them into five distinct classes.
Algorithm for Inventive Problem Solving—ARIZ-85C (Chap. 14).
ARIZ-85C is the Russian acronym for The Algorithm for Inventive Problem Solving.
ARIZ-85C, the primary element of TRIZ, is a set of sequential, logical procedures for analyzing the initial problem situation to create the most effective solutions by using the fundamental concepts and methods of TRIZ.
ARIZ-85C performs four significant functions in TRIZ:
1.
Supplies a way to use TRIZ elements as a system to create the best possible solutions to a problem.
2.
Acts as a TRIZ part manager by showing us after which step of problem analysis, we are ready to use the different elements of TRIZ.
3.
Develops an analytical algorithm for the human brain (not for computers) that gently guides us from the initial problem statement to elegant and innovative solutions.
4.
It makes us more creative and innovative while it helps us avoid psychological inertia, the greatest enemy of problem-solving.
Scientific Effects (Chap. 10).
Using Scientific Effects and phenomena for problem-solving has been a much-respected element of TRIZ since its start. Its use in TRIZ has become even more critical in our modern times of fast-growing technology and problems relating to natural resources and the environment.
The Scientific Effects and a unique Functional Navigation system support developers and inventors in creating innovative and patentable solutions. Often, we need combinations of effects from different sciences.
Creative Imagination Development (Bukhman 2012).
Creative imagination development prepares people for the creation and acceptance of advanced, crazy, and fantastic concepts and systems.
Creative Person Development (Bukhman 2012).
Each member of our society has a privilege and obligation to put their efforts into human civilization development. A creative person development program helps us prepare for such a life.
1.3 Benefits of Using TRIZ
TRIZ is a natural amplifier of people's talents, knowledge, and experience. Everything that we are doing and will do in our life and any decision that we make will be better and more effective when we use TRIZ. TRIZ changes the people that learn and use it. They become more inventive and creative.
TRIZ lowers the complexity of problems from the highest level to the simple question (Fig. 1.3).
../images/417760_1_En_1_Chapter/417760_1_En_1_Fig3_HTML.pngFig. 1.3
TRIZ lowers the complexity of the problems
TRIZ increases the speed of system development and evolution (Fig. 1.4). It is a primary global function of TRIZ because technological change reflects and propels our civilizations evolution.
../images/417760_1_En_1_Chapter/417760_1_En_1_Fig4_HTML.pngFig. 1.4
Increasing the speed of system development and evolution is a primary global function of TRIZ
On average, an engineer makes 10–100 trials to find solutions for simple problems and thousands of trials to find solutions for complicated problems. It takes months and often years to solve some problems. TRIZ reduces the number of attempts needed to find the most effective solution for a selected problem by 10–1000 times. Correspondingly, TRIZ minimizes the time required to bring these solutions into being (Fig. 1.5).
../images/417760_1_En_1_Chapter/417760_1_En_1_Fig5_HTML.pngFig. 1.5
TRIZ reduces the time and number of trials needed to create the most effective solutions for selected problems
TRIZ does not have limitations in its application. It can be applied to any problem, develop an existing system, and create any new system.
Potentially, TRIZ has only one limitation, the limitations of the physical world. Even in this situation, TRIZ can help find a way to overcome scientific constraints.
TRIZ breaks psychological inertia, the main Innovation Killer!
Reference
Bukhman, I. (2012). TRIZ technology for innovation. Taiwan: Cubic Creativity Company.
© Shanghai Jiao Tong University Press and Isak Bukhman 2021
I. BukhmanTechnology for InnovationManagement for Professionalshttps://doi.org/10.1007/978-981-16-1041-7_2
2. The Multi-screen Vision of System Evolution
Isak Bukhman¹
(1)
Watertown, MA, USA
In this chapter, we will explore the multi-screen vision of system evolution.
Genrich Altshuller (Altshuller 1984, 1996) used different perspectives to approach a project, reflecting different depths to which individuals might engage their imagination for problem-solving. Altshuller described these various perspectives as screens on which the human imagination could describe the project and then project alternatives. The distribution of these screens through a hierarchy of systems and over time reflects different ways of thinking about a project, from ordinary to genuinely inventive. Altshuller also used this approach to illustrate what is needed for successful project creation and comprehensive forecasting of a system’s evolution.
Requirements of present and future super-systems and output functions of the present system are compared to find differences between those systems and the project system and define the project's specific requirements. These four flashing lights (screens) firing in our imagination create the project's right specification requirements.
Creative thinking has six flashing lights (screens): two at the subsystem level (one in the present and one in the future), two at the system level (one in the present and one in the future), and two at the super-system level (one in the present and one in the future). These different perspectives offer enough opportunity for successful project creation.
If we add three more screens (past super-system, past system, and past subsystems) to the existing six, we have nine screens. This nine-screen vision fully engages the imagination and supplies a clear vision of any system’s evolution.
Objectives
By the end of this chapter, participants will be able to
1.
Understand and explain the multi-screen vision of system evolution.
2.
Understand and explain a four-screen vision of system evolution as a useful tool for specification requirements.
3.
Define super-systems and subsystems in the present, past, and future for some of the systems.
2.1 A One-Screen Vision of System Evolution—Ordinary Thinking
To begin, we must first select a subject for our project. The subject could be a cell phone, microchip, car, molecule, and service. We call this subject a system. This system is our starting point for analyzing the initial situation in the present, the first step of any project. If we continue to work only with this selected system, our understanding of the subject will not be expansive enough for successful project development. We call such a narrowly defined perspective of ordinary thinking—only one light is flashing in our imagination (Fig. 2.1). It is not enough for significant, successful project development.
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig1_HTML.pngFig. 2.1
One screen (ordinary thinking) focuses only on the project system and the defined subject to be changed by the project (Only one perspective is being considered—only one light flashes in the imagination.)
Note: The initial system is highlighted with a triple border during the analysis of interactions between the system and the super-systems.
2.2 A Four-Screen Vision of System Evolution—Specification Requirements
A system is the subject of a project that must be changed to satisfy the user or customer's requirements. However, the system also includes larger systems where our initial system is a component, the environment where our system is used, and the technology that produces our system. We call all such sources of requirements the super-system of our subject or initial system. Therefore, to define what should be changed in the given system, we need to compare system output functions, values, and qualities with the super-system's requirements. The difference between our system output functions and the super-system requirements supplies a precise answer to what needs to be changed in our system (Fig. 2.2) (Bukhman 2012).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig2_HTML.pngFig. 2.2
Present and future super-system requirements and output functions of the existing system are compared on the left, and the differences are shown in the rounded boxes. On the right, the proposed system’s output functions (not yet designed) are coordinated with the super-system requirements
Keep in mind that the system to be developed should satisfy the present super-systems and future super-system requirements. In the ideal case, developed system production should be coordinated with the timeframe between the present super-system and future super-systems. Therefore, when considering the future system and the present and future super-systems, three more screens offer three more perspectives on the initial project. Three more lights are now flashing in our imagination (Fig. 2.3).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig3_HTML.pngFig. 2.3
Four flashing lights (screens) fire our imagination, creating complete specification requirements for our project’s subject
2.3 A Six-Screen Vision of System Evolution—Creative Thinking
We must define two more screens of feeling to show opportunities for changing the system to change the required outputs. It can be done by making changes to the components of the system and affecting different interactions. We call these system components subsystems. Consideration of these subsystem components in the initial system and the proposed system gives us two more screens (Fig. 2.4).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig4_HTML.pngFig. 2.4
Creative thinking has six flashing lights (screens) and is enough for successful project creation
2.4 A Nine-Screen Vision of System Evolution—Engaged Imagination
If we add three more screens describing the past super-system, past system, and past subsystems, we have nine screens, nine perspectives that expand our understanding of the system. Genrich Altshuller called this nine-screen vision or genius imagination (Fig. 2.5). We are translating this full-throttle view of creativity as engaged imagination.
Of course, there could be more than nine screens. We can analyze multiple layers of time in the past or the future. By doing this, we create a clear vision of the system’s evolution.
Fig. 2.5
The engaged imagination has nine flashing lights (screens) and comprehensively describes a system’s evolution
Homework Assignments
Please define super-systems and subsystems in the present, past, and future for one of the following systems (Exercises 2.1 ÷ 2.6). The instructor will select one of these systems individually for each of the learners.
Exercise 2.1
Battle tank (Fig. 2.6).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig6_HTML.pngFig. 2.6
Battle tank
Exercise 2.2
Orchestra (Fig. 2.7).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig7_HTML.pngFig. 2.7
Orchestra
Exercise 2.3
Tree (Fig. 2.8).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig8_HTML.jpgFig. 2.8
Tree
Exercise 2.4
System of kids’ education in any country by the reader choice (Fig. 2.9).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig9_HTML.pngFig. 2.9
System of kids’ education
Exercise 2.5
The management system of any company (Fig. 2.10).
../images/417760_1_En_2_Chapter/417760_1_En_2_Fig10_HTML.pngFig. 2.10
Management system
Exercise 2.6
System of the reader choice.
References
Altshuller, G. S. (1984). Creativity as an exact science. New York, NY: Gordon and Breach.
Altshuller, G. S. (1996). And suddenly, the inventor appeared. Worcester, MA: Technical Innovation Center.
Bukhman, I. (2012). TRIZ technology for innovation. Taiwan: Cubic Creativity Company.
© Shanghai Jiao Tong University Press and Isak Bukhman 2021
I. BukhmanTechnology for InnovationManagement for Professionalshttps://doi.org/10.1007/978-981-16-1041-7_3
3. Laws of System Evolution and Development
Isak Bukhman¹
(1)
Watertown, MA, USA
This chapter will explore the main ideas of the Laws of System Evolution and Development (Altshuller 1984; Bukhman 2012).
When talking about evolution and development, we do not recognize a difference between natural systems and artificially created systems. However, if we compare these two different groups of systems directly, we find two significant differences:
1.
Different designers.
It is beyond our reach to definitively track the lines of evolution in natural systems.
2.
Different levels of perfection
Natural systems, by definition, are ideal systems. They were created from nothing in our understanding. They use only already existing resources to existing and evolving. Everything that our civilization has created over thousands of years is an attempt to copy something from nature. It is the main reason artificially created systems are so far from becoming ideal systems (Fig. 3.1).
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig1_HTML.jpgFig. 3.1
This grasshopper model (Museum of Science, Boston, MA) is 50 times the real grasshopper's length. Notice the hind leg's powerful muscle that can snap back, allowing the natural insect to jump more than 100 times its size. Can the reader imagine jumping more than 100 times the average height of a man, 500–600 feet (160−200 m)?
When we talk about artificially created systems, we talk about trends, evolution, and development laws. It is how we can better understand, explain, and predict (as we strive to create a perfect system) the evolution of artificially created systems.
Most of the Laws of Artificial Systems Evolution were copied from the visible laws of natural systems’ evolution (more precisely, from the principles of how natural-biological systems develop). However, as the designers of artificially created systems, we can control these systems’ development and evolution through these laws’ applications.
Through initial research and later work that reinforces this original research, TRIZ recognizes System Evolution's Laws as a set of rules for the existence, operation, and change of systems. The Laws of System Evolution are the primary part of TRIZ and, as such, are the basis for the development of all other TRIZ elements.
The division of labor
between the laws and the analytical tools of TRIZ (oriented for problem-solving) is straightforward and clear. Laws help create a more developed and ideal image of the next generation of a system or process. However, we cannot produce an image.
It must be described with the real concepts of design. The analytical tools of TRIZ (ARIZ-85C, the System of Standard Solutions, Inventive and Separation Principles, the Scientific Knowledge Database) perform this job. Thus, the Laws of System Evolution create an image, and the analytical elements of TRIZ fill out that image with real design solutions (Fig. 3.2).
Fig. 3.2
Laws of System Evolution create an image of a developed system, and other TRIZ elements transform this image into the real design of a developed system
Objectives
By the end of this chapter, participants will be able to
1.
Define the four major parts (engine, transmission, working unit, and control unit) for systems, which perform four principal functions for a workable system.
2.
Understand and explain that synchronization of a system's parameters is necessary for the existence of any effective system.
3.
Define the pairs of synchronized parameters for systems.
4.
Understand and explain the law of the increasing degree of ideality as the system evolution's primary direction.
5.
Describe the ideal image for the systems.
6.
Understand and explain the transition from mono-system to bi- and poly-systems.
7.
Understand and explain the transition to micro-level and the transition to more flexible systems.
8.
Understand the process of system development and evolution.
3.1 The First Group of Laws
There are three laws in the first group, which specifies the conditions at the beginning of the life of a system:
The law of system completeness.
The law of shortening the path of energy flow through a system.
The law of synchronization/timing the parameters of a system.
3.1.1 The Law of System Completeness
This law states that a workable system must include four principal parts performing four principal functions (Fig. 3.3). The presence of four principal components is a formal requirement. The most important is the requirement of four principal functions in the system. It could mean four parts and four corresponding functions. It could mean three parts and four corresponding functions when one of the parts performs two functions. It could also mean two, one, or even zero parts and four corresponding functions.
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig3_HTML.pngFig. 3.3
Four principal parts and corresponding functions are necessary for a workable system
Example 3.1
Archery (Fig. 3.4).
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig4_HTML.pngFig. 3.4
Four principal parts and corresponding functions are necessary for workable archery
Example 3.2
Automobile manual brake (Fig. 3.5).
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig5_HTML.pngFig. 3.5
Four principal parts and corresponding functions are necessary for a workable
automobile manual brake
Example 3.3
Tree (Fig. 3.6).
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig6_HTML.pngFig. 3.6
Four principal parts and corresponding functions are necessary for a workable
tree
3.1.2 The Law of Shortening the Flow of Energy Through a System
This law states that systems evolve to shorten energy passage through the system (from the engine to the working units). It means that the system does not include transmission (Fig. 3.7). The engine is directly connected to the working unit.
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig7_HTML.pngFig. 3.7
In a transmission, one of the principal parts is not a part of the system. Three principal parts and four principal functions are enough for a workable system. Components of engine
and working unit
perform the function transmits energy.
In this case, the path of energy through the system is minimal
Example 3.4
Eugene's scooter (Fig. 3.8).
../images/417760_1_En_3_Chapter/417760_1_En_3_Fig8_HTML.pngFig. 3.8
This scooter has no transmission. The engine
is directly connected to the rear wheel (working unit
) (picture used with permission of San Yang Industry, Co., Ltd, Taiwan)
3.1.3 The Law of Synchronization/Timing of the Parameters of a System
This law states that the necessary condition for any effective system is the coordination of related parameters. We live in a world of synchronized parameters. Otherwise, our universe, planet, civilization, nature, systems, and selves could not be created or developed. Synchronized parameters mean a balance between components