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A method of designing products and services in which developers consider whole collections of ideas rather than a single idea. To do this, they do the following:
Use trade-off curves and design guidelines to characterize (or describe) different designs known to be feasible, thus focusing the search for designs.
Identify and develop several alternatives, and only jettison alternatives if they prove inferior or unfeasible.
Design targets as a starting point, then the actual specifications and tolerances surface through analysis and testing.
Delay selection of the final design or establish the final specifications only when the team knows enough to make a good decision. This method provides important learning opportunities for the organization. It takes less time and, in the long run, less money than typical point-based development systems where a single design solution is chosen early in the development process, often leading to false starts, fixes and failed projects. Moreover, it hardly teaches the organization anything.