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Design, development, and other projects inevitably involve iteration. Iteration has positive effects, such as enabling progressive generation of knowledge, enabling concurrency, and integrating necessary changes, but it also increases duration and cost of a project. Managing iteration is thus an important issue in practice, but can be challenging due in part to a profusion of issues and terminologies. This article contributes a literature summary and integrating taxonomy to clarify the different perspectives on iteration. It brings together insights into iteration gained from different research communities (mainly design and product development, alongside selected work in construction management and software project management) and different research approaches (including conceptual frameworks, mathematical and simulation models, case studies and surveys, and protocol studies). By differentiating the issues and providing a uniform terminology, the article maps insights developed to date and may help situate future analyses of iterative processes.
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Research in Engineering Design manuscript No.
(will be inserted by the editor)
Perspectives on iteration in design and development
David C. Wynn ·Claudia M. Eckert
This is a post-peer-review, pre-copyedit version of an article published in Research in Engineering Design. The final authen-
ticated version is available online at: http://dx.doi.org/10.1007/s00163-016- 0226-3. Cite this article as: Wynn, D.C. and
Eckert, C.M. (2017) Perspectives on iteration in design and development. Res Eng Design 28(2) 153–184.
Abstract Design, development and other projects in-
evitably involve iteration. Iteration has positive effects,
such as enabling progressive generation of knowledge,
enabling concurrency, and integrating necessary changes,
but it also increases duration and cost of a project.
Managing iteration is thus an important issue in prac-
tice, but can be challenging due in part to a profusion
of issues and terminologies. This article contributes a
literature summary and integrating taxonomy to clar-
ify the different perspectives on iteration. It brings to-
gether insights into iteration gained from different re-
search communities (mainly design and product devel-
opment, alongside selected work in construction man-
agement and software project management) and differ-
ent research approaches (including conceptual frame-
works, mathematical and simulation models, case stud-
ies and surveys, and protocol studies). By differentiat-
ing the issues and providing a uniform terminology, the
article maps insights developed to date and may help
situate future analyses of iterative processes.
Keywords Iteration ·Design and development ·
Literature review ·Integrating taxonomy
David C. Wynn
The University of Auckland, Department of Mechanical En-
gineering, 20 Symonds Street, Auckland 1010, New Zealand.
Tel.: +64 9 923 8178 Fax: +64 9 373 7479
E-mail: d.wynn@auckland.ac.nz
Claudia M. Eckert
The Open University, Department of Engineering and Inno-
vation, Walton Hall, Milton Keynes, MK7 6AA, UK.
1 Introduction
Iteration is a fact of life in any project. The larger, more
novel and more interconnected a project, the more of
an issue it can be (Mihm et al,2003;Braha and Bar-
Yam,2007). Iteration is thus especially prominent in
the development of complex systems such as aircraft—
in this context, even world-leading companies expect it
to be inevitable in their development projects. Iteration
is difficult to manage and control, and is commonly
associated with project overruns.
The importance of iteration is well-recognised in
design and product development research, as well as
other disciplines such as software and construction. Ac-
cording to one PhD dissertation on the topic, “arti-
cles on engineering design frequently allude to its itera-
tive character in literally the first paragraph” (Safoutin,
2003). Empirical studies highlight the ubiquity of iter-
ation in real-world development projects (e.g. Osborne,
1993), while a 2011 survey of practitioners and aca-
demics suggested that experts believe “iterative” is among
the most important characteristics of the design process
(Maier and St¨orrle,2011). Yassine and Braha (2003)
write that iteration is one of four critical problems in
the management of concurrent engineering, and is in-
evitable because: (1) designers cannot consider all issues
impinging on a design decision at once; (2) it is usually
not possible to compute a design directly from a set of
requirements; and (3) unpredictable interactions often
occur such that a design does not perform in the ex-
pected way, and must be adjusted (Yassine and Braha,
2003). Another key cause of iteration is the decompo-
sition of development work and its dispersion amongst
teams, leading to iteration when problems are discov-
2 David C. Wynn, Claudia M. Eckert
ered during integration (Eppinger et al,1994). Itera-
tion can also have positive effects including exploration
of concepts, finding and correcting flaws, and enabling
development under complexity, uncertainty and change
(Le,2012). Overall the accepted view, as expressed by
Smith and Eppinger (1997a), is that understanding it-
eration is fundamental to improving and accelerating
product development, as well as projects in other do-
mains.
Reflecting this agreed importance many researchers
have considered the issues surrounding iteration. A num-
ber of distinct perspectives have been developed that
are embodied in different models of the iteration pro-
cess. Stage-based prescriptive models of product devel-
opment (PD) show feedback loops from a late project
stage to an earlier one (Pahl and Beitz,1996). This feed-
back can manifest between stages in the development
process, from in-service to the development process,
and back to the finding of markets for new products
(Kline,1985). It can drive iteration within a project,
as well as generational learning across consecutive or
concurrent projects (Eppinger et al,1994). Models of
design cognition describe a fundamentally iterative pro-
cess of exploration and convergence, in which alterna-
tives are repeatedly generated, analysed, and evaluated
(Wynn and Clarkson,2005). These cycles of problem
solving, which occur when an obvious solution is not
apparent for a particular issue, can involve a single in-
dividual and can also occur on a broader scale, e.g.
involving a whole team or department (Clark et al,
1987). A substantial body of research presents itera-
tion as a consequence of complex interdependencies in
a process, project or system architecture (e.g. Eppinger,
1991;Smith and Eppinger,1997a). Numerous tools and
approaches have also been developed to mitigate, man-
age and exploit iteration.
Overall, many researchers agree that design pro-
cesses and large projects such as product development
and construction are iterative in nature. The impor-
tance of managing iteration is also well established in
the research literature. However, there are many issues
and perspectives on the causes, effects and types of
iteration. It is often referred to using different terms,
such as rework, loopbacks, feedback loops, and churn,
and has been described as revisiting either tasks, or
problems, or parts of a design. Researchers also con-
sider processes from different perspectives and focus
their descriptions of iteration on those issues pertinent
to their objectives. Although the different views may
be considered “complementary rather than competing”
(Smith and Tjandra,1998), the authors of the present
article propose that a conceptually-integrated approach
could be key to more effectively managing iteration. In
particular, most real-world situations emphasise only
a small subset of the issues that researchers have dis-
cussed (Wynn,2007). An approach to crisply delineate
the properties of an iterative situation would therefore
help to pinpoint the most relevant issues and insights.
The present article contributes towards this goal by (1)
compiling a structured overview of issues surrounding
iteration; and (2) drawing on the overview to develop an
integrating taxonomy for describing and differentiating
between iterative situations. It is hoped that these con-
tributions may suggest directions for future research as
well as help researchers position their work in relation
to state-of-the-art.
Because substantial research has been done on it-
eration in design and development, but with limited
conceptual integration, the summary of issues and tax-
onomy were developed through integrative literature re-
view. This is “a form of research that reviews, critiques,
and synthesizes representative literature on a topic in
an integrated way such that new frameworks and per-
spectives on the topic are generated” (Torraco,2005).
A key challenge in this case was that, although iteration
is a very important element of many publications relat-
ing to design and development, many authors do not
explicitly frame their contribution in terms of insights
into iteration. Thus it was necessary to study publica-
tions in depth to identify relevant key concepts, grasp
the relationships between them, and synthesise a frame-
work to describe selected features of this landscape in
a manner that yields additional insight.
Ultimately the article provides a perspective on the
literature that is influenced by the research process that
was followed as well as the authors’ decisions regarding
what to include and what to emphasise. These three
influences are discussed in the next three paragraphs.
First, in terms of process, a list of influential arti-
cles was initially compiled based on the authors’ prior
knowledge of the research area. Bibliographies from these
publications were then used to identify additional rel-
evant sources, including conference papers, books, and
dissertations. These were digested and their bibliogra-
phies studied in turn. Internet search was also used to
identify relevant articles as issues were identified. Peer-
reviewers suggested additional sources. As each publi-
cation was considered, a framework to organise the per-
spectives was synthesised and incrementally adjusted.
This process continued until further reading ceased to
yield significant changes to the emerging manuscript.
Once the manuscript was completed, original sources
listed in the bibliography were revisited to verify the re-
view’s accuracy. Some adjustments were subsequently
made.
Perspectives on iteration in design and development 3
Second, to align with the journal the scope of the re-
view was originally set on design and product develop-
ment. Through the process explained above this initial
scope was expanded to include selected work from other
development domains where significant insights into it-
eration were found, in particular construction manage-
ment and software process management. Due to space
limitations we focus on literature that develops insights
into iteration in an empirical or theoretical setting, and
do not review prescriptive methods and tools intended
to support practice (some pointers for further reading
on this topic are provided in Subsection 5.6). For the
same reason we focus mainly on iteration within the
context of a single project or programme, and on iter-
ation which involves design activity. For instance, re-
orientation of parts during assembly is not explicitly
considered, although it could arguably be perceived as
a form of iteration that might be reduced by appropri-
ate design or design changes (Boothroyd,1994;Braha
and Maimon,1998,2013).
Due to the vast number of publications that touch
upon iteration even within the focus areas, an emphasis
was placed on identifying influential articles to support
key points, rather than exhaustively reviewing all devel-
opments of each idea. To indicate the sources of the se-
lected literature, the five journals that appear most fre-
quently in this article’s bibliography are: Management
Science,Research in Engineering Design,Design Stud-
ies,Journal of Mechanical Design, and IEEE Transac-
tions on Engineering Management.
Third, the emphasis and organisation of the review
emerged during the process explained above, as key fea-
tures of the literature were identified and digested. Our
interpretation of the literature was guided by our pre-
vious industry case studies (of which some are sum-
marised in Eckert and Clarkson,2010). A number of
these focused on creating support for complex design
considering its iterative characteristics (e.g. Flanagan
et al,2007;Wynn et al,2014). We also drew on the sec-
ond author’s empirical research into engineering change
(e.g. Eckert et al,2004), which is closely related to it-
eration.
2 Review of insights into iteration
This section provides a structured review of insights
into iteration gained from the literature. The objective
of the section is (1) to highlight key insights and pro-
vide an organised source of reference; and (2) to convey
different iterative situations that have been described
in the literature. This provides the basis for the inte-
grating taxonomy developed in later sections.
Fig. 1 An overview of Section 2
Through the process explained in Section 1 it was
determined that insights into iteration may be organ-
ised into two categories. The first concerns iteration on
the micro level, focusing on the iterative characteristics
of individual or small-group design activity and the cre-
ative or problem solving episodes that happen through-
out a project. The second category of insights concerns
iteration on the macro level, which refers to large-scale
iterative processes in the project context. Research tak-
ing the former perspective has focused on issues such
as design cognition and creativity, while in the second
perspective iteration related to interdependency, con-
currency and coordination has received substantial at-
tention. On both micro and macro levels, research work
can be further divided into two subcategories. Publica-
tions in the first subcategory focus mainly on devel-
oping or demonstrating insights from empirical study.
Publications in the second subcategory focus mainly
on developing detailed models of the iteration process.
Although some publications contribute to both subcat-
egories and there is thus a certain amount of overlap
between them, they are nevertheless useful to organise
the discussion.
These categories and subcategories may be visu-
alised as a grid as shown in Figure 1. Within each cell
of the grid, authors have developed insights relating to
iteration as summarised in Table 1. The next four sub-
sections discuss each cell of the grid in turn.
2.1 Empirical insights into micro-level iteration
Researchers have developed insights into iteration by
conducting laboratory experiments in which participants
(often university students) are asked to solve a simple
design problem in a time spanning no more than a few
hours. These studies provide insight into iteration on
the micro level, such as cognitive iterations within a
4 David C. Wynn, Claudia M. Eckert
Table 1 Summary of insights relating to iteration with selected supporting references. ES = Insight developed from empirical
study; Mo = Insight developed from or elaborated using a model. Numbers in these columns refer to subsections in which the
corresponding insights are discussed.
Micro-level iteration...
ES Mo Insight
2.1 ...is used/is necessary to elaborate ill-structured problems (Simon,1973)
2.1 2.2 ...is used/is necessary to develop problem and solution space concurrently (Sch¨on and Wiggins,1992)
2.1.1 ...is used/is necessary in non-routine design (Guindon,1990)
2.1.2 ...is used by experienced designers to explore concepts; by novices to improve them (Smith and Tjandra,1998)
2.1.3 ...over concepts leads to better designs, but iteration over details may not (Smith and Tjandra,1998)
2.1.4 ...can be reduced by structuring a process to solve coupled problems in groups (Smith et al,1992)
2.1.4 ...is most effective if goals are clarified beforehand (Badke-Schaub and Gehrlicher,2003)
2.1.5 ...may help to monitor progress and navigate the design process (Adams and Atman,2000)
2.2 ...is needed to solve complex problems (Moen and Norman,2010)
2.2 ...may help to deal with a changing context (Moen and Norman,2010)
Macro-level iteration...
ES Mo Insight
2.3.1 ...helps to deal with a changing context or unclear situation (Cusumano,1997)
2.3.2 ...has no universal positive or negative relationship to project performance (Dyb˚a and Dingsøyr,2008)
2.3.3 ...increases if testing is used earlier in PD, but this may reduce PD time overall (Thomke,1998)
2.3.4 2.4.1 ...is increased by using prelim. info. but this may reduce PD time overall (Eastman,1980)
2.3.4 2.4.1 ...is influenced by the characteristics of prelim. info, where used (Terwiesch et al,2002;Krishnan et al,1995)
2.3.5 ...is increased by small design margins and high integration levels (Eckert et al,2004)
2.3.5 ...may be reduced by modularity, flexibility (Thomke,1997) and standardisation (Liker and Morgan,2006)
2.3.6 ...is influenced by a complex network of factors acting simultaneously (Love and Edwards,2004)
2.3.6 ...is influenced by the right-skewed degree distribution of PD networks (Braha and Bar-Yam,2004a,b)
2.3.6 ...may be mitigated by disassortative structures arising from PD task properties (Braha et al,2013)
2.4.1 ...increases with task sensitivity to changes in preliminary information (Krishnan et al,1995)
2.4.1 ...caused by prelim. info. may be reduced by interaction between engineering functions (Bhuiyan et al,2004)
2.4.1 ...increases as concurrency increases (AitSahlia et al,1995)
2.4.2 ...is influenced by design review timing (Ha and Porteus,1995)
2.4.3 ...is influenced by the sequence of freezing design decisions or parameters (Krishnan et al,1997b)
2.4.4 ...increases when solving larger and more strongly-connected problems (Loch et al,2003;Yassine et al,2003)
2.4.4 ...may not converge if problem complexity exceeds a project’s problem solving capacity (Loch et al,2003)
2.4.4 ...is increased by strong pairwise interactions between components being designed (Yassine et al,2003)
2.4.4 ...may be reduced by a focus on central information-consuming/generating nodes (Braha and Bar-Yam,2007)
2.4.4 ...is strongly influenced by small changes in task time if close to capacity (Huberman and Wilkinson,2005)
2.4.5 ...may be reduced by increasing coordination intensity (Loch and Terwiesch,1998)
2.4.5 ...is increased by delays in coordination (Yassine et al,2003)
2.4.5 ...increases when coordination needs exceed communication capacity in a project (Levitt et al,1999)
2.4.5 ...can be dramatically reduced by accepting slightly lower design performance (Mihm et al,2003)
designer’s mind or iterations in a small collaborative
setting.
A recurring theme in this literature has been to ex-
amine how iteration allows progress to be made in a
design context that is ill-defined and ambiguous, via
a process having characteristics such as goal-directed,
situated,responsive,opportunistic, and creative. For in-
stance, Adams and Atman (2000) write that design it-
erations indicate “a progression through levels of un-
derstanding as the designer discovers and responds to
new information about a problem or solution”. Dorst
and Cross (2001) describe this as a fundamentally it-
erative coevolution of the problem and solution spaces:
only by generating solutions can the designer under-
Perspectives on iteration in design and development 5
stand the problem they are trying to resolve with the
design, because proposed solutions highlight aspects of
the problem that need to be considered (Kolodner and
Wills,1996). This is needed because design problems
are typically ill-structured at the outset (Simon,1973).
Furthermore the intermediate representations of a de-
sign, and in particular the ambiguous nature of many
early design representations, have been said to inspire
designers to see alternative solutions (Sch¨on and Wig-
gins,1992). This again implies a fundamentally itera-
tive process influenced by experience and imagination,
such that different routes might emerge on different oc-
casions (Braha and Maimon,1998). There may be no
clear stopping criterion for early iterations (Adams and
Atman,2000), partly because problem and solution are
developed concurrently such that goals may be unclear
at the outset, as noted above, and partly because early
in the design process there may not be enough infor-
mation about a design to confidently assess its perfor-
mance.
Some empirical studies focus on unpacking the struc-
ture of the micro-level iterative process. For instance,
Austin et al (2001) report on a workshop in which
teams of 5 designers completed a simplified building
design problem. They find evidence for a dynamic de-
scribed as whirling, in which designers rapidly iterate
among several consecutive phases to complete the first
of those phases, before iterating around the second and
later phases to complete the second phase, and so forth.
To give another example, Boudouh et al (2006) study
recordings of engineering students collaborating on a
conceptual design process and find that in this case,
the majority of iterations were expected (rather than
unexpected), short in duration (rather than long), and
value-adding (rather than correcting errors).
Such studies provide some insight into micro-level
iterative dynamics, although it is not clear how far
they can be generalised beyond the particular situa-
tions studied. Other empirical work indicates the con-
tingent nature of the micro-level iteration process. The
main insights extracted after reviewing such studies are
discussed in the next subsections.
2.1.1 Iteration is common in non-routine tasks
Empirical studies have highlighted that iteration is es-
pecially necessary in non-routine or ambiguous situa-
tions. For instance, Guindon (1990) describes a think-
aloud study of software professionals designing a lift
control system, in which the design episodes are coded
as relating to the domains of either problem, require-
ments, or solution on one of three levels of abstraction.
Analysing the results, he characterises opportunistic
progress as a fundamental feature of the design process,
in which the designer skips back and forth (i.e., iter-
ates) between domains and levels of abstraction. He ar-
gues that such deviations from a sequential process are
needed to deal with the ill-structured nature of prob-
lem and requirements in most real design situations,
and that a linear, top-down process is a special case
that occurs only when a suitable solution decomposi-
tion is already known. Similarly, but in the context of
mechanical design, Jin and Chusilp (2006) study the
effect of whether a problem is creative or routine and
whether it is constrained or unconstrained, on how de-
signers iterate during conceptual design. They conclude
that, in comparison to “constrained” design, “creative”
design involves more frequent iterations among the ac-
tivities of problem analysis, idea generation, composi-
tion of ideas from other ideas, and evaluation, and with
less time spent on each iteration.
2.1.2 Iteration is influenced by experience level and
problem-specific knowledge
The way designers iterate has been shown in several
studies to depend on their level of experience. For in-
stance, Ahmed et al (2003) analyse a think-aloud proto-
col of aerospace designers engaged in real design tasks.
They report that novice designers followed a simple
iterative strategy of generate idea - implement idea -
evaluate result (in the context they studied, the imple-
mentation step required time-consuming computational
analysis). In contrast, they found that more experienced
designers drew on their expertise to evaluate proposed
ideas more thoroughly using a number of so-called de-
sign strategies before committing to implement them,
resulting in less time and fewer cycles overall. Similarly
the protocol study of Smith and Leong (1998) found
that experienced professionals generated and discarded
multiple prototypes to learn about the design problem,
while novices tended to “iterate their way to a solu-
tion” from a single initial concept. This is aligned with
Atman et al (1999)’s empirical conclusion that while it-
eration leads to better quality designs, the relationship
is stronger for freshman students than for seniors.
The structure of iterations has been shown not only
to depend on designer experience, but also to evolve
during the process as knowledge about the problem
at hand increases and the nature of that problem ac-
cordingly changes. For instance, Smith and Tjandra
(1998) concluded from another protocol study that as
iterations progress, synthesis tasks are completed more
and more rapidly while analysis tasks become more
time-consuming. They suggest this is because partic-
ipants gradually develop deeper understanding of what
6 David C. Wynn, Claudia M. Eckert
changes may be technically feasible, justifying more in-
tensive analysis.
2.1.3 Iteration over concepts may lead to better designs
Some empirical studies suggest that spending more ef-
fort to iteratively explore the space of design concepts
yields better designs overall. For example, Chusilp and
Jin (2006) undertake an experiment and find that more
iterations and more time spent on each iteration typ-
ically lead to better quality and more novel concepts.
Atman et al (1999) code recordings of students work-
ing on an architectural design problem into transitions
between three activities: problem scoping; developing
alternative solutions; and project realisation, and sim-
ilarly find that the number of transitions (implying it-
erations) between these steps is correlated to improved
design performance. Smith and Tjandra (1998) also find
that revisiting concepts led to higher quality. Notably,
their study showed no significant correlation between
number of detail design iterations and design perfor-
mance. This is in agreement with the generally-accepted
idea that early decisions can disproportionately influ-
ence a design’s eventual performance (e.g. Wyatt et al,
2012).
2.1.4 Iteration may be positively influenced by
managing the micro-structure of the design process
Designers can direct their own design processes and
a number of studies indicate that the design process
structure, or design strategies that are used, may influ-
ence the dynamics and value of iterations. For instance,
Smith et al (1992) study groups of students working
together on an abstract design game, concluding that
structuring the process so that strongly coupled sub-
problems are solved individually then combined reduces
large-scope iterations and thus overall design time with-
out impacting solution quality. Also considering pro-
cess structure, Safoutin (2003) examines behaviour of
students faced with a parametric design task. He ar-
gues that “focused” iteration of one parameter based
on feedback around changes to its value, before mov-
ing onto the next parameter, is of higher quality than
“confounding” iterations involving changes to multiple
parameters simultaneously. Safoutin (2003) also argues
that rapid feedback of design performance following
changes encourages an “iteration-rich” process, which
he suggests is a positive behaviour.
Badke-Schaub and Gehrlicher (2003) collect a con-
tinuous protocol of discussions in a design department
over 2 weeks, extracting situations in which the group
worked together to make a decision. Identifying differ-
ent iterative patterns they found that a common char-
acteristic of the productive situations—and a recom-
mended design strategy—was clarification of goals be-
fore commencing. The development of more detailed
mental models through the iteration process was also
noted in the productive situations.
2.1.5 Iteration may help to direct the design process
Finally, iteration does not only involve development of
the design, but also monitoring, self-reflection and con-
trol of the design process. Adams and Atman (2000), for
instance, find in a protocol study that cycles of monitor-
ing progress occur alongside those of progressing the de-
sign. They conclude that the former are also important
to navigate the design process effectively. In common
with many protocol studies involving students, how-
ever, participants may need to learn how to approach
the design process during the experiment itself, which
is likely to affect the observed behaviour.
2.2 Insights from models of micro-level iteration
Complementing the empirical studies discussed above,
micro-level iteration is presented as a defining charac-
teristic of design in many abstract descriptive models.
Such models are essentially domain-independent. Some
have analysed design in terms of iteration among fun-
damental activity types such as analysis, synthesis and
evaluation (Asimow,1962). Others have presented the
design and creative processes as a repeated cycle of di-
vergence and convergence. According to these models,
on each iteration several ideas are (or should be) gener-
ated before selecting the most promising (Howard et al,
2008). Yet other models present design as an iterative
cycle between forms of logic, such as the production-
deduction- induction (PDI) model of March (1984). Ab-
stract models of design that highlight its iterative char-
acter are also often presented alongside empirical study
of micro-level iteration. For instance, Sch¨on and Wig-
gins (1992) draw on protocol studies to argue that ar-
chitectural design may be viewed as a cycle of seeing-
moving-seeing.
The above models each comprise small number of
elements or steps. More detailed frameworks have also
been developed to analyse design in terms of iterative
transitions between activity and/or reasoning types. For
example, the Function-Behaviour-Structure (FBS) frame-
work describes design as a process in which functions
are transformed into structures, and comparison of the
simulated performance of those structures to the de-
sired performance leads to alterations (Gero,1990). Hybs
Perspectives on iteration in design and development 7
and Gero (1992) describe the iterative repetition of
these steps as a key element in an “evolutionary pro-
cess” in which the design is progressively adapted as
new information about it is generated. Maher and Poon
(1996) model design exploration as a process in which
problem and solution spaces coevolve through a genetic
algorithm. On each iteration, the two spaces each influ-
ence the fitness function for the other. Jin and Benami
(2010) develop a model of creative conceptual design
based on a Generate-Stimulate-Produce (GSP) cycle in
which design entities are iteratively generated and inte-
grated into the emerging design considering their FBS
properties. They identify a detailed set of operations
and processes for each of the GSP steps. For example, to
Generate a designer might Suggest, Declare, Suppose,
etc. Hatchuel and Weil (2009) develop the CK theory
of design, which presents it as an expansion process in
which the designer traverses back and forth, i.e. iter-
ates, between “knowledge space” and “concept space”
using various logical operations to concurrently develop
relevant knowledge alongside the “undecided” design
concept(s) that are creatively generated. All these mod-
els suggest that iteration among the defined transitions
may be disordered, because designers react to issues
falling under their focus of attention and respond to
new knowledge as it is gained. To summarise, many re-
searchers are in agreement that iteration is central to
design cognition, although exactly what is being iter-
ated is described in different ways.
Models of micro-level iteration may also be found
in contexts other than design research—any project by
definition requires doing something new, once, and thus
involves elements of problem solving and iteration. This
is recognised in the Deming/Shewhart PDCA (Plan -
Do - Check - Act) cycle, which dates from the 1950s
(Moen and Norman,2010). The PDCA cycle highlights
that effective problem solving is an iterative process
in which adjustment of solutions based on feedback
(Check-Act) is complementary to up-front analysis of
the problem (Plan-Do). This cycle of feedback enabled
through iteration is also emphasised in later problem
solving models. It may be especially important where
the problems being solved are complex enough that
they cannot be easily grasped, or in cases where the so-
lution can influence the nature of the problem. This can
occur, for instance, when creating products that define
new markets or in design of long-life systems such as
transportation, power and healthcare—where there are
many stakeholders having ambiguous wants and needs,
and where the system’s context of operation is likely
to change over time. While micro-level problem solv-
ing and design models both highlight beneficial effects
of iteration, the former emphasise adjustment based on
feedback while the latter focus mainly on how iteration
enables creativity.
Overall, insights into micro-level iteration, gained
through empirical studies and highlighted in models of
the iteration process, highlight that it is necessary to ac-
count for information that emerges during the process—
whether that information is generated by creative in-
sights, from elaborating or learning more about the
problem, or from interactions between the solution and
its context.
2.3 Empirical insights into macro-level iteration
Insights have also been developed through empirical
studies relating to iteration in the context of collab-
orative development. Most such studies focus on a sin-
gle domain—either product development, construction
management or software project management. The in-
sights are discussed in the next subsections. Similari-
ties and differences across the domains are considered
in Subsection 5.7.
2.3.1 An iterative project structure provides flexibility
for a changing context
One of the main insights from research into micro-level
iteration is that it is necessary to integrate informa-
tion that emerges during the design process (Subsec-
tions 2.1 and 2.2). This theme is also evident in em-
pirical research into iteration on the macro level, es-
pecially in software process management. For instance,
Cusumano and Selby (1997) and Cusumano (1997) dis-
cuss how Microsoft uses a deliberately iterative process
in which the product is integrated through a daily build
and incrementally stabilised as a project moves forward.
This strategy allows flexibility to adjust the emerging
parts of the code, while also coordinating the initially-
difficult-to-define contributions from individual mem-
bers of a large development team. They propose that
this approach is particularly useful to allow innovative
product development in a market that changes rapidly.
Iansiti and MacCormack (1997) continue this theme
with a case study at Netscape, explaining how a rapidy-
developing market can be addressed through an itera-
tive development process in which companies sense the
needs of customers, test solutions to those needs, and
integrate the sub-solutions, in a continuous cycle. They
highlight the need to avoid committing to a solution
too early, which implies iteratively overlapping the con-
cept and detail phases. MacCormack et al (2001) sim-
ilarly argue that iteratively searching around the main
sources of uncertainty to understand their impacts early
in software projects helps to avoid costly rework later.
8 David C. Wynn, Claudia M. Eckert
They also argue for release of early versions of a prod-
uct to accelerate the feedback process. These ideas also
have support in the PD domain, for instance the sur-
vey reported by Terwiesch and Loch (1999) suggests
that the negative impact of iterations on project du-
ration is greater in cases where the specifications are
frozen earlier in the project.
2.3.2 No universal relationship between iteration and
project performance
Iteration has both positive and negative effects. How-
ever, empirical studies are inconclusive on whether in-
creased levels of iteration accelerate or hinder the devel-
opment process overall. Eisenhardt and Tabrizi (1995)
draw on 72 projects in the computer industry to argue
that increased iteration may accelerate a process, be-
cause (1) the chance of success is improved since each
iteration offers more opportunity for a “hit”; (2) trying
different variations on a design helps understand the
impact of different parameters; (3) learning through it-
erations is quicker that what they term “more cogni-
tive” learning strategies; (4) more consideration of al-
ternatives reduces fixation; and (5) iterations improve
the confidence of development teams, because they can
feel less likely to have overlooked something important.
On the other hand, providing evidence for the negative
effects of iteration, Terwiesch and Loch (1999) survey
140 projects in the electronics industry. They find that
number of iterations (where an iteration is defined as a
modification of at least 10% of the design) is positively
correlated with a project’s duration.
In software project management research, motivated
by the popularity of agile methods with their prescrip-
tions of iterative, incremental development, some au-
thors have conducted empirical studies seeking to eval-
uate agile and its benefits against traditional waterfall
methodologies that aim to reduce macro-level iteration
by careful requirements definition, interface specifica-
tion and stage gate reviews. Dyb˚a and Dingsøyr (2008)
review such studies, finding that some researchers con-
clude that more iterative agile methods lead to increased
productivity and/or fewer defects—while others do not
find evidence to support such claims.
The lack of a universal relationship between rework
and project performance is also evident in the con-
struction industry. To illustrate, Love (2002) survey
161 building construction projects in Australia to elicit
practitioners’ judgements of rework costs, concluding
that although 52% of cost overruns are attributable to
rework, schedule overruns could not be explained by
amount of rework. Love et al (2010) later survey an-
other 115 projects, this time in civil construction. In
this domain they did find significant relationship be-
tween rework and schedule growth. Hwang et al (2009)
provide more evidence for variations in rework impact
across different types of construction project, drawing
on survey data of 359 projects.
Overall, studies in construction, software and prod-
uct development all imply that the impact of iteration
on a project can be either positive or negative, and is
likely to depend on situation-specific factors.
2.3.3 Iteration is influenced by testing strategy
Empirical studies have indicated that companies are
able to influence the iterative characteristics of their
development processes by their choice of process struc-
ture. One element of this is the stategy for integrating
testing into the development process. Thomke (1998)
study this issue, undertaking a case study and survey
of integrated circuit development. They focus on when
companies move from virtual experimentation to more
costly, but more accurate physical testing. When physi-
cal testing is very time-consuming and costly, designers
try to work out as many problems as possible using
simulation prior to creating a physical prototype. On
the other hand, when physical testing is less costly, de-
signers use it earlier in the design process. The survey
revealed that this causes more iterations but also to be
quicker and less costly overall.
2.3.4 Iteration is influenced by preliminary
information
Much research on iteration has been done in the context
of concurrent engineering, considering the iterative con-
sequence of overlapping dependent activities. The basic
idea is that overlapping phases of the development pro-
cess (such as design and production) may reduce both
lead time and the likelihood of lengthy, expensive iter-
ations, for instance by involving production engineers
early in the design process. However, increased concur-
rency can in itself cause more iteration because of the
need for some activities to start work with information
that is not yet finalised and that therefore may change
later. Thus some concurrent process designs may be
better than others in terms of achieving an appropriate
balance between these positive and negative effects.
Research on this topic has included a number of em-
pirical studies. For example, in one early paper East-
man (1980) analyse a case study at a defense contractor,
identifying benefits of passing preliminary information
to enable concurrency and some negative consequences
as summarised above. Clark et al (1987) draw on exten-
sive studies in the auto industry to distinguish between
Perspectives on iteration in design and development 9
two types of overlapping with different iterative conse-
quences: batch model of overlapping, in which informa-
tion is transferred in a few batches early and then up-
dated leading to rework of the downstream task, and di-
alogue model of overlapping, in which the downstream
task provides more frequent feedback on the early in-
formation through high-intensity iterative communica-
tion patterns, such that the task outputs are refined
together in “a continual give and take.” The first ap-
proach focuses on information transfer while the second
recognises the fundamentally iterative problem solving
cycle. Both situations involve iteration, but Clark et al
(1987) assert that the latter is more efficient. Terwiesch
et al (2002) analyse design decisions in the automotive
industry, finding that iteration increases as the accuracy
and/or stability of preliminary information decreases.
Fernandes et al (2014) study the determination of pa-
rameter values during jet engine preliminary design,
identifying an iterative process in which preliminary
values fluctuate within bands that become narrower as
a solution is reached. They find that certain param-
eters change less frequently than others, and exhibit
greater average magnitudes of change. They also iden-
tify characteristic frequencies of adjustment for most
parameters they examined.
2.3.5 Iteration is influenced by design characteristics
Iteration is not only influenced by management ap-
proaches but also by characteristics of the design under
development. This is particularly apparent from em-
pirical studies into engineering change, which has been
defined by Jarratt et al (2011) as “alteration made to
parts, drawings or software once they have already been
released” and could arguably be viewed as iteration over
the modified parts. Engineering is often released and
placed under configuration control substantially before
the design phase of a complex program is complete, in
this situation one important factor distinguishing post-
release changes from iteration prior to release is that the
process and impacts become documented and traceable.
Like any design process, redesign is also likely to be it-
erative regardless of whether it occurs before or after
design release.
One study that highlights the impact of design con-
nectivity and margins on rework from an engineering
change perspective is reported in Eckert et al (2004),
who conducted 22 interviews in a helicopter manufac-
turer. They find that changes (thus rework) propagate
between components in a way influenced by tolerance
margins of parameters, and also note that the cost of
changes increases later in the design process as inte-
gration levels increase. Other authors have discussed
how product characteristics that reduce sensitivity to
change may help to mitigate rework impact. For in-
stance, in an empirical study of integrated circuit design
(Thomke,1997) finds that flexible technologies sub-
stantially reduce the cost of design changes, while in
the software domain, MacCormack et al (2001) also ar-
gue that attention paid to flexibility at the architect-
ing stage yields reduced rework costs later in a project.
Liker and Morgan (2006) find that rework is reduced
in Toyota’s case by an emphasis on design standard-
isation through shared architecture, modularity, and
shared reuseable components. Overall, they point out,
reduced variability across designs leads to more pre-
dictable PD processes with less iteration. The benefits
of modularity and standardisation for reducing itera-
tion have also been identified in empirical studies in the
construction sector (Thuesen and Hvam,2011). These
characteristics may be more valuable for some parts of
a design than for others, depending on factors such as
the typical redesign effort for the part and its level of
integration within the design (Sered and Reich,2006).
Overall, appropriate modularity may decrease the iter-
ations in platform projects by increasing the number of
parts that can be reused instead of redesigned; it may
also reduce lifecycle cost by making a system easier to
modify (Engel and Reich,2015). On the other hand
excessive modularity may increase interface complexity
(Engel and Reich,2015), potentially leading to more
iteration (see Subsection 2.4.4).
2.3.6 Iteration is influenced by network effects
The studies discussed above each focus on selected fac-
tors that impact iteration behaviours. In practice many
factors can come into play at once. Considering this,
some researchers have sought to clarify the network of
cause-and-effect relationships through empirical study.
Among the most thorough work is reported in a series
of articles that examine the causes and effects of re-
work in two building construction projects (Love et al,
1999;Love and Li,2000;Love and Edwards,2004). The
researchers visited these projects several times per week
throughout their durations, identified rework events and
collected relevant data, and interviewed practitioners to
understand rework events. In Love et al (1999), insights
on the chains of causes for individual rework events
are combined to develop a causal loop diagram indi-
cating the mechanisms by which factors interact and
stimulate or suppress rework. Their conclusions include
that rework is caused through chains of events and
that positive feedback mechanisms can exacerbate re-
work effects. Overall, these studies conclude that “an
intricately ‘complex’ interwoven array of factors” con-
10 David C. Wynn, Claudia M. Eckert
tribute to rework occurrence (Love and Edwards,2004).
To reduce rework impact it is important to consider
the whole system of interactions, not individual causes
(Love et al,1999). In the context of product develop-
ment, several authors have similarly analysed causes
and effects of iteration. For instance, Arundachawat
et al (2009) generate a list of rework causes by re-
viewing literature on predicting rework. Le (2012) and
Browning (1998) develop networks of iteration cause
and effect similar in concept to that of Love and Ed-
wards (2004), although both considering some positive,
as well as negative impacts of iteration. All these net-
works indicate likely cause and effect relationships, al-
though the strength of each interaction is likely to be
context-dependent and thus, as pointed out by Love
et al (1999), the networks should be viewed as qualita-
tive starting points to decompose a particular situation,
rather than as general-case causal models.
Braha and Bar-Yam (2004b,a) also examine the im-
pact of network effects on iterative behaviours, in this
case focusing on the network of information flows be-
tween tasks. Analysing four task networks from differ-
ent development domains, they find that all four exhibit
scale-free properties in which a few tasks have many
information dependencies with other tasks, while the
majority have only a small number of such links. They
suggest that iterative characteristics are dominated by
the central tasks, because any problems associated with
them are likely to propagate and have disproportion-
ate impact on the process overall. Braha and Bar-Yam
(2004b,a) also show that tasks with many outgoing links
tend to have only a few incoming links, and vice-versa.
Considering the set of tasks that mostly consume in-
formation, they find that tasks very rarely have a large
number of incoming links. They attribute this to the in-
creasing complexity of assimilating input information as
the number of sources increases, and conclude that “dis-
tributed PD networks limit conflicts by reducing the
multiplicity of interactions that affect a single task, as
reflected in the incoming links” (Braha and Bar-Yam,
2007). Regarding iteration, they argue that “such archi-
tecture reduces the amount and range of potential revi-
sions that occur in the dynamic PD process, and thus
increases the likelihood of converging to a successful so-
lution.” On the other hand, “some tasks communicate
their outcomes to many more tasks than others do, and
may play the role of coordinators”(Braha and Bar-Yam,
2007). Regarding iteration, this “may improve the inte-
gration and consistency of the problem solving process,
thus reducing the number of potential conflicts” (Braha
and Bar-Yam,2007). The negative correlation between
indegree and outdegree leads to a structure in which
tasks having high outdegree tend to connect to tasks
having high indegree and vice-versa; Braha et al (2013)
point out that this “disassortative” property implies a
smaller number of cycles between tasks than would oth-
erwise be the case. They conclude that indegree and
outdegree characteristics arising from the difficulty of
integrating information and the relative ease of broad-
casting it may act to suppress iteration-inducing struc-
tures on the macro level (Braha et al,2013).
2.3.7 Empirical studies of iteration at Toyota
Finally, some researchers have described how practices
observed at Toyota reduce the adverse impacts of iter-
ation in product development. For instance, Ward et al
(1995) and Sobek et al (1999) focus on set-based con-
current engineering (SBCE), in which decisions are de-
layed as far as possible and multiple candidate designs
are taken forward concurrently until enough informa-
tion is generated to eliminate infeasible alternatives.
Design changes that expand the sets are avoided. Ward
et al (1995) describe this practice as “a deliberate ef-
fort to define, communicate about, and explore sets of
possible solutions” within clearly-defined constraints,
and present the approach as fundamentally different
to “point-based iteration”. They argue that an impor-
tant aspect of SBCE is to reduce the iterations asso-
ciated with system integration, because the need for
subsystems to be compatible is accounted for during
the narrowing process. Toyota’s approach as described
by Ward et al (1995) does require revisiting the multi-
ple alternatives as they are taken forward, for instance
developing multiple prototypes instead of just one. This
is arguably another form of iteration—although Ward
et al (1995) point out it may be possible to do some
tasks efficiently on many alternatives at once. Overall,
the process can be viewed as front-loading iterations
in the development process to reduce more costly re-
work later (Liker and Morgan,2006). Providing further
insight into the applicability of these principles, Ter-
wiesch et al (2002) conclude from an automotive case
study that a process depending on point-based iteration
is appropriate if rework costs are low, if the informa-
tion is subject to ambiguity, or if the negative impact
of stopping to wait for information is high. Otherwise
SBCE may be more appropriate.
2.4 Insights from models of macro-level iteration
Macro-level iteration has also been considered in sim-
ulation models and mathematical models. This subsec-
tion focuses on insights and understanding extracted
from, or demonstrated using, such models. Support for
practice based on modelling is not emphasised because,
Perspectives on iteration in design and development 11
as noted earlier, such work falls outside the scope of
this article.
The models consider that essential properties of it-
eration are determined by the way each task or design
problem is situated with respect to others. Key insights
are discussed in the next subsections.
2.4.1 Iteration is influenced by concurrency
The relationship between iteration, preliminary infor-
mation and concurrency was considered in the empirical
studies discussed earlier, and it has also been studied
using mathematical models. In one early study of these
issues, AitSahlia et al (1995) use algebraic models of
sequential task execution, fully-parallel task execution,
and partially parallel execution to study how concur-
rency increases the number of tasks that have to be
redone if iteration occurs, resulting in a situation they
describe as thrashing. The tipping point at which more
concurrency ceases to be appropriate depends on the
probability of coupled tasks creating iteration.
A number of authors develop mathematical mod-
els of how iteration is created when coupled tasks are
forced to overlap. Krishnan et al (1995) study how ac-
tivities can be overlapped through preliminary transfer
of information from an upstream task to allow a down-
stream task to be started early, and the iteration in-
curred on each subsequent update of that information.
In their model, the duration of each iteration depends
on the amount of change in the estimated point value,
as well as the downstream task‘s sensitivity to change.
Krishnan et al (1995) show how the model can estimate
the optimal amount of overlapping to mimise total time
for the case of two tasks. Roemer et al (2000) consider
the tradeoff in which the iteration caused by overlap-
ping two tasks is balanced against the ability to do
more work concurrently. They develop a model to find
the shortest lead time for a given cost and vice-versa.
Joglekar et al (2001) develop a model in which two cou-
pled tasks each generate “design performance” at a con-
stant rate while reducing the performance generated by
the other, creating iteration to regain the prior level.
They show how the relative rates of performance gen-
eration and the coupling strength between the tasks de-
termines the optimal degree of overlap. They also show
that if resource is shared amongst the two tasks, iter-
ation impact increases relative to the situation where
resource is available to execute both tasks at once.
The models discussed above are all algebraic in na-
ture. Other authors study the relationship between it-
eration and preliminary information using Monte-Carlo
simulation, which is less constraining and allows study
of larger problems. For instance, Bhuiyan et al (2004)
develop a model that, in addition to iteration because
of preliminary information transferred between process
phases, incorporates iteration needed to integrate engi-
neering functions within those phases. Calibrating the
model with a case study at an electronics manufac-
turer, they find that increased functional interaction
can decrease cross-phase iteration caused by prelimi-
nary information and reduce overall effort and time,
even though it requires more iteration within phases.
2.4.2 Iteration is influenced by the testing strategy
Another issue affecting the patterns of iteration in a
project is the management and timing of testing. This
has been examined through empirical study as discussed
earlier, but also through mathematical modelling. Ha
and Porteus (1995), for example, develop a model to
study the optimal timing of design reviews in a concur-
rent process, considering that reviews have the bene-
fit of uncovering errors before they incur downstream
wasted effort (ie. reducing iteration impact), at the cost
of review setup and execution time. They show that the
optimal timing of reviews depends on whether the con-
currency or quality issues dominate. Ahmadi and Wang
(1999) extend the work, considering resource allocation
alongside design reviews and showing how they can be
scheduled to minimise the risk of missing technical tar-
gets due to iteration.
2.4.3 Iteration is influenced by the freeze strategy
Freezing parts of the design, or finalising parameters,
is another facet of the design process that can influ-
ence iteration behaviours. Considering this issue Kr-
ishnan et al (1997b) develop a model in which a set
of design parameters must be sequentially determined
to minimise a set of performance parameters. In the
model, each performance parameter is determined by
a subset of the design parameters; minimising the first
performance parameter fixes the corresponding set of
design parameters, and thus limits the options for min-
imisation of the second performance parameter. These
constraints caused by sequential decision-making cause
quality loss wherein the later task must accept a less-
than-optimal decision to avoid revisiting the earlier one.
Krishnan et al (1997b) consider that iterations are per-
formed to negotiate better solutions that improve over-
all quality, and identify properties of parameters in a de-
sign problem that allow them to be excluded from these
iterations, thus reducing their dimensionality and accel-
erating them. The relationship between design freeze
and iteration is also considered in the models of Keller
et al (2008) and Lee and Hong (2015), amongst others.
12 David C. Wynn, Claudia M. Eckert
2.4.4 Complexity and uncertainty increase iteration
Browning (1998) writes that “tightly-coupled, highly
iterative processes can expect greater difficulty con-
verging to an acceptable design under a given sched-
ule and budget”. Complexity associated with intercon-
nected design problems or tasks has accordingly been
shown by a number of researchers to influence design
time. For instance, Braha and Maimon (1998) consider
the design process to be a series of stages that each re-
visit the design and create more information about it.
They develop an entropic model to express complexity
of the design within a stage according to its informa-
tion content, and show how it can be used to estimate
design time for that stage (Braha and Maimon,1998,
2013). This idea has been adopted and applied by a
number of other authors (see Ameri et al,2008, for
a review). In another early article, Hoedemaker et al
(1999) develop a model that incorporates several iter-
ation effects of how a design task is decomposed into
modules. Their model implies that the more modules,
the more incomplete information must be transferred,
and thus the higher likelihood of integration problems
and more iteration to correct them. Hoedemaker et al
(1999) conclude that a specific number of modules min-
imises the overall design completion time, and further-
more that this number reduces as complexity of the
design increases. Loch et al (2003) simulate design pro-
cesses comprising different numbers of tasks with ran-
dom connectivity patterns, similarly finding that con-
vergence takes longer with larger problem sizes until it
becomes impossible. Yassine et al (2003) show that in-
creasing the coupling density in a design increases the
amount of iteration in the design process and eventu-
ally causes instability; thus, reducing pairwise coupling
leads to more rapid completion. Braha and Bar-Yam
(2007) develop a model in which a PD process com-
prises a network of tasks that must all be solved. When
a task is solved, there is a certain probability that this
will cause each connected task to become unsolved and
thus require iteration. Executing their model on the
four PD task networks analysed by Braha and Bar-Yam
(2004a,b) they use it to support and elaborate their em-
pirical conclusions summarised in Subsection 2.3.6.
Other models examine the relationship between com-
plexity and iteration using spectral analysis, building on
the Work Transformation Model (WTM) developed by
Smith and Eppinger (1997a). In their article, Smith and
Eppinger (1997a) consider that at certain points in a de-
velopment process, groups of strongly coupled tasks are
executed in parallel with frequent information transfer
to resolve dense cycles of information dependency. The
model assumes that each task continuously creates it-
eration work for each of its coupled relatives according
to the dependency strength between them. Smith and
Eppinger (1997a) explain how eigenstructure analysis
can be used to identify the drivers of iteration within
a coupled task group if the WTM assumptions hold.
Loch et al (2003) also apply an eigenstructure analysis
to study convergence of an iterative process, comple-
menting their finding from simulation study described
in the prior paragraph by showing that convergence be-
comes less probable and more time-consuming as the
number of coupled tasks increases. Nonlinear effects in
the convergence process mean that, as the critical com-
plexity threshold is approached, small differences in the
process can have a large impact on the iterative be-
haviour. This is highlighted in the work of Huberman
and Wilkinson (2005) and Schlick et al (2013) who both
use extended WTM models to consider fluctuations in
task performance. They apply results from linear alge-
bra and autoregressive vector processes to show that
convergence time of the iterative process becomes dra-
matically less predictable once uncertainty about task
duration exceeds a certain level.
2.4.5 Iteration is influenced by coordination
Models discussed in prior subsections focus on informa-
tion flows directly related to developing a design. Coor-
dination research considers how this is interrelated with
information flows needed to align and integrate the par-
ticipants in a project (Suss and Thomson,2012). For
example, Loch and Terwiesch (1998) focus on the com-
munication that enables overlapping of two dependent
tasks. They consider that holding meetings to commu-
nicate more frequently during the overlapping period
reduces iteration impact, because each change released
by the upstream task will require more work to be re-
done the later it is dealt with. Optimal policies concern-
ing frequency of coordination meetings are derived al-
gebraically, balancing the iteration avoided against the
time required to hold the meetings. Yassine et al (2003)
consider the decomposition of interdependent design
work across teams that share information only peri-
odically and therefore have imperfect visibility of each
others’ progress. They show how this causes oscillatory
iteration in which progress appears to be repeatedly
on schedule prior to falling behind, arguing this causes
several negative behaviours such as short-termism in re-
source allocation. The models of Levitt et al (1999) and
Suss and Thomson (2012) consider that when commu-
nication channels between departments become over-
loaded by too many coordination messages, designers
need to make assumptions to proceed, which increases
mistakes and the amount of iteration to correct them.
Perspectives on iteration in design and development 13
Mihm et al (2003) and Loch et al (2003) model de-
sign convergence as a series of iterations within which
designers work concurrently to select values for design
parameters. On each step, the model assumes that each
designer chooses their parameter to minimise a local
performance function that is also dependent on other
connected parameters. Several coordination strategies
are shown to accelerate convergence in this situation:
ensuring each agent aims for the global performance
function instead of the local one; accepting a lower
level of design performance overall; reducing informa-
tion transfer delays so that all decisions are based on
up-to-date information on each iteration; and taking
step-wise incremental improvements on each iteration,
instead of having all agents attempt to jump simulta-
neously to their individually-optimal solutions.
2.5 Summary
Many perspectives on iteration have been presented in
the research literature, as reviewed in Section 2 and
summarised in Table 1. Authors focusing on the micro
level have presented design and problem solving pro-
cesses as an iteration amongst fundamental types of
activity. There is a consensus that micro-level iteration
is essential in situations where the problem being solved
is ambiguous or ill-defined, when many solutions might
be possible, and when creativity plays a significant role.
There is also evidence to support some cause-and-effect
relationships, for instance between iteration over con-
cepts and solution quality. However, empirical insights
on these relationships are often developed from proto-
col studies in simplified situations, leading to questions
of generalisability. Some of the studies are focused on
insights for design education rather than practice and
should be understood in this context. Another issue is
that categorising process episodes into a small number
of reasoning or activity types almost inevitably involves
perceiving that process as highly iterative in nature. A
potential topic for future research is therefore to ex-
amine in more detail the degree to which iteration is
an artefact of the process description or experimental
method, vs. a characteristic of the process itself.
On the macro level, a number of observational, rather
than experimental, empirical studies have been reported
in the domains of product development, software, and
construction management, yielding a consensus on sev-
eral points as summarised in Subsection 2.3. However
there is disagreement on other points as indicated for
example in Subsection 2.3.2. Numerous task- and dependency-
oriented models have also been developed to cast light
on iteration. Strong simplifying assumptions are often
made in these models, in many cases with limited em-
pirical support. Quite often the main justification is
mathematical tractability. Considering this issue Smith
et al (1992) attempted to compare the patterns of itera-
tions shown in their empirical study (discussed earlier)
with some of the models discussed in this subsection,
finding significant divergences from the work of Smith
and Eppinger (1997b), Smith and Eppinger (1997a),
AitSahlia et al (1995) and Krishnan et al (1997a) in
how the time required for iterations is determined, the
patterns of concurrency, and the stochastic nature of
iteration initiation. It should be noted, though, that be-
cause the focus of the mathematical models is primar-
ily on developing formalisms and theoretical insights, a
critique of applicability to practice might not be appro-
priate.
3 Iterative stereotypes
The literature review in Section 2 highlights that re-
searchers have not only developed different insights about
iteration, but also have described iteration processes in
quite different ways. This is because different situations
may be dominated by different iterative characteristics.
At the same time iteration may be legitimately viewed
from different perspectives depending on the concerns
at hand. Nevertheless, the multiple perspectives and
lack of clarity regarding their relationships can make it
difficult to determine how to handle iterative situations
in practice.
The remainder of this article draws upon the re-
view to introduce the concept of iterative stereotypes
to summarise and relate these different descriptions of
iteration processes. An iterative stereotype is a simpli-
fied depiction of iteration which can concisely express
selected characteristics of an iterative situation. A tax-
onomy of stereotypes is expected to clarify the possible
ways to describe iteration, and thus help to recognise
important characteristics of processes in practice.
3.1 Iterative stereotypes in the literature
Insight into iterative stereotypes can be gained from
the terminology authors use for describing different it-
eration processes. We identified twenty-one distinct sets
of terminology during our literature review, which are
collected in Table 5. Some of the key points are sum-
marised below.
First, a quite common view is that iteration can or
should be distinguished according to its good or bad ef-
fects. For example, Clausing (1994) discusses how itera-
tion can be either productive or dysfunctional. Brown-
14 David C. Wynn, Claudia M. Eckert
ing (1998) discusses two types of iteration: Intentional,
which he equates with enabling convergence or learning;
and Unintentional, resulting from “new information ar-
riving at the wrong time”. Yassine and Braha (2003)
similarly distinguish Planned iteration, which occurs
when assumptions are knowingly made to progress a de-
sign as part of a convergence process, from Unplanned
iteration due to “unexpected failure of a design to meet
specifications”. Le (2012) describes these cases as Pro-
gressive and Corrective respectively. Haller et al (2014)
describe iteration as either Creative or Superfluous, where
the former type accounts for new customer require-
ments and is said to add “quality”. Haller et al (2014)’s
definitions differ from others in this paragraph in em-
phasising that the desirable vs. undesirable distinction
is not inherent to the iteration, but to the responsible
party.
Arguably, each of these authors makes a similar
underlying distinction between positive and negative
effects of iteration, although the terminologies differ.
However several studies reviewed in Section 2 indicated
that iteration can incur positive and negative effects si-
multaneously. In practice it might therefore be difficult
to delineate some iterative situations in this way (Le,
2012).
Second, some authors emphasize a difference of scale,
which inspired the micro- vs. macro-level distinction
used in Section 2. For example, Eppinger et al (1994)
discuss three iterative situations delineated by the in-
creasing scope of feedback loops that cause them: (1)
Concurrent iteration to develop tightly-coupled subsys-
tems through frequent information exchange; (2) Re-
work, which they view as costly long iterations caused
by system-level feedbacks; and (3) Generational learn-
ing, where feedbacks occur too late to influence the
current project. Safoutin and Smith (1996) differenti-
ate between (1) Micro-scale iteration which they de-
scribe as computational iteration to minimize an error
term, (2) Meso-scale iteration which they describe as
“the proposal, testing and modification cycle”, and (3)
Macro-scale iteration which they view as repeating an
entire design process to generate a new version of a
product. Chusilp and Jin (2006) also focus on differ-
ences in scale in delineating (1) Design task iteration,
which indicates revisiting tasks in a project, often in-
volving many members of a design team; from (2) Men-
tal iteration, which focuses on the cognitive cycles in-
volved when an individual designer addresses a design
problem.
A third group of terminologies emphasize the type of
changes in the design or the tasks being performed. For
example, Isaksson et al (2000) propose that iterative
situations may be positioned on a 2x2 grid. On the first
dimension, Repetitive iteration describes situations in
which a revisited activity remains the same, whereas in
Evolutionary iteration the setup of the activity changes.
The second dimension of their grid emphasizes that in
both cases the iteration may be Intentional or Unin-
tentional.Costa and Sobek (2003) consider: (1) Rework
iteration, in which an activity is revisited at the same
abstraction level and on the same part of the design
to correct errors made earlier; (2) Design iteration, in
which part of the design is revisited at an increasingly
detailed level of abstraction; and (3) Behavioural iter-
ation in which the same task and abstraction level are
revisited but the scope changes, e.g. because the de-
signer considers a different product subsystem.
Fourth and finally, some terminologies do not fit
into any of the other groups discussed above. For in-
stance, focusing only on the micro level, Adams and
Atman (2000) consider two situations: Diagnostic it-
eration involves cycles of monitoring performance and
learning, while Transformative iteration involves inte-
grating new information and altering the design. Wynn
et al (2007) provide six terms to describe iterative sit-
uations, summarised in Table 5. They describe these
terms as non-orthogonal, arguing that iteration can be
perceived in different ways. They give the example of a
manager and a designer who disagree over whether iter-
ation adds value. Overall, the terminologies we identi-
fied are mainly introduced to make particular points in
the respective publications, usually not supported by
explicit research methodology. Exceptions include the
work of Le (2012) who develops his terminology from
literature review, and Browning (1998) who develops
his analysis by integrating literature review with em-
pirical study. We did not identify any terminology that
considers all the situations identified in our review—
although certain key ideas do appear repeatedly, as out-
lined in this subsection and in Table 5.
3.2 Developing an integrating taxonomy
A new and more comprehensive taxonomy was devel-
oped to address these shortcomings. This was done by
integrating the ideas from literature reviewed in pre-
vious sections. The terminology introduced by Wynn
et al (2007) was selected as the starting point because
it initially appeared the most comprehensive. The other
sets of terminology summarised in Table 5 were then
considered to determine whether their concepts were
covered by Wynn et al (2007). This yielded substantial
improvements including the expansion from six to thir-
teen stereotypes, all of which are discussed in prior re-
search although they have not been previously brought
together and articulated as a set. After several cycles of
Perspectives on iteration in design and development 15
adjustment, the new taxonomy was able to account for
almost all iterative situations revealed by the literature
study.
We also sought to arrange the thirteen stereotypes
into groups to assist comprehension. To do this we fo-
cused on the distinction between primarily positive and
primarily negative iteration, on the basis that this is
already well-established in the literature (see Subsec-
tion 3.1). A third group was introduced to encompass
stereotypes that emphasise positive and negative ef-
fects in combination. This provided a useful organising
framework for Section 4, although other groupings of
the stereotypes would be possible.
4 A taxonomy of iterative stereotypes
The taxonomy organises iterative stereotypes accord-
ing to function, conveying what is achieved or intended
by revisiting tasks, problems, or aspects of a design.
Three distinct iterative functions were identified: 1) to
Progress towards completion; 2) to Correct errors in-
troduced earlier or to implement a change; or 3) to
help Coordinate actors, decisions and/or flows of work.
These functions and the stereotypes that embody them
are introduced in the next subsections with reference
to key publications. Subsection 4.4 then considers how
the entire taxonomy maps onto the literature reviewed
in Sections 2 and 3.
4.1 Progressive iteration
Design and other problem solving activity creates infor-
mation and knowledge (Hatchuel and Weil,2009). As
understanding is generated, issues must often be revis-
ited to consider them in the light of insights that did
not previously exist (Yassine et al,2003). This is an
example of progressive iteration, which many authors
agree cannot be avoided entirely during design. Factors
contributing to progressive iteration include (1) uncer-
tainty in the problem and/or solution definition, includ-
ing incompleteness or ambiguity at the time decisions
are made; and (2) the bounded rationality of problem
solvers, meaning they cannot reason about a complex
interconnected system of issues simultaneously, and there-
fore must decompose it into parts that are addressed
one-at-a-time. In the taxonomy, the progression stereo-
types suggest iteration is necessary because of these two
conditions.
Cyclic dependencies between parts of a problem are
also sometimes presented as a cause of progressive it-
eration. For example, Evans (1959) gives the example
of bridge design in which the structure depends on the
load, but the load depends on the static weight of the
structure. Evans (1959) argues that this requires iter-
ation to converge on a solution. More generally, there
are several ways to resolve a cyclic problem structure,
and not all of them involve iteration. Options may in-
clude (1) converge iteratively by passing parameters at
a single level of detail; (2) converge iteratively through
increasing levels of definition or detail; (3) break the in-
terdependencies that cause the cyclic structures by se-
lecting suitable value(s) for some of the interdependent
parameters—which may not entail iteration if those val-
ues are carefully chosen; or (4) solve the problems as a
set through appropriate mathematical manipulations,
where possible.
Five stereotypes of progressive iteration were iden-
tified in the literature. They are depicted in Figure 2
and discussed below.
4.1.1 Exploration
Exploration refers to the concurrent and iterative initial
development of problem and solution, which is gener-
ally seen as fundamental to the creative problem solv-
ing process (Section 2.2). The exploration stereotype
emphasises the initially ill-defined nature of goals and
activities (Simon,1973), leading to a disordered process
as designers iteratively discover, structure and address
emerging issues. Exploration as defined here occurs at
a fixed level of design definition. For example, it may
describe the iterative evolution of a concept represented
in a series of sketches.
4.1.2 Concretisation
The Concretisation stereotype refers to an iterative pro-
cess in which constituent elements of a design are firmed
up by revisiting them at increasing levels of definition,
while ensuring consistency amongst those levels (Safoutin,
2003;Costa and Sobek,2003). For example, parts in a
mechanical assembly may first be defined as simple solid
models, which are later revisited to add details. Con-
cretisation is concerned with progressively reducing am-
biguity by creating more information about the design
(Braha and Maimon,1998). It may involve concurrent
elaboration of the problem specification and may hap-
pen in disordered, opportunistic sequence (Guindon,
1990).
4.1.3 Convergence
The Convergence stereotype focuses on iterating to de-
termine suitable parameter values and/or to adjust de-
tails such that well-defined performance objectives can
16 David C. Wynn, Claudia M. Eckert
Fig. 2 Stereotypes of progressive iteration
Table 2 Comparison of progression stereotypes.
Level of design
definition during
iterations
Sophistication of
tools/methods used
during iterations
Solution viable
during iterations?
Exploration Remains similar Same No
Concretisation Increases May increase No
Convergence Remains similar May increase No
Refinement Remains similar May increase Yes
Incr. Completion Increases Same No
be met. It emphasises point-by-point adjustment to-
wards a satisficing solution, essentially in a monotonic
fashion. This can be viewed as progressive increase in
the precision of parameter values; progressive reduc-
tion in the number of problems remaining to be solved
(Yassine et al,2003); or iterative adjustment to take
into account additional test results or constraints such
as operating conditions, such that the required changes
become progressively more minor.
Convergence emphasises optimising details once the
main form of a design has been determined at a certain
level of definition. It is often associated with complex
relationships between tasks, parameters and/or objec-
tives. More sophisticated methods and/or tools may be
applied as increasing levels of confidence are reached
during convergence (Evans,1959), although as defined
here, in comparison to Concretisation the parameters
or details being adjusted remain essentially the same.
4.1.4 Refinement
The Refinement stereotype describes situations in which
solutions that appear to meet primary objectives un-
dergo further iterations to enhance secondary charac-
teristics, for example to improve elegance or to reduce
cost. In the engineering context, Wynn et al (2007) sug-
gest that excessive refinement may occur in cases where
it is not obvious when to stop working on a problem,
for example if there are few milestones to anchor a de-
velopment schedule; if additional time is available; or if
evaluation criteria are subjective. In software, refactor-
ing is a form of refinement that involves incrementally
modifying the internal structure of a system without
changing its external behaviour, in order to improve at-
tributes such as maintainability, extensibility and sim-
plicity (Mens and Tourw´e,2004;Kim et al,2014).
4.1.5 Incremental Completion
Incremental Completion refers to the planned repeti-
tion of a task or process to gradually move towards a
desired goal. For example, Safoutin (2003) introduces
this stereotype using the example of a numerical inte-
gration loop. Costa and Sobek (2003) explain it in terms
of decomposing a design into subsystems which may
each be developed by different teams that follow similar
processes, prior to integration. Some forms of iterative
incremental development divide a software system into
segments of functionality, which are incrementally im-
plemented and integrated through a planned series of
Perspectives on iteration in design and development 17
iteration cycles (Larman and Basili,2003). This is also
a form of incremental completion.
4.1.6 Comparison of progression stereotypes
Table 2summarises key differences between the five
progression stereotypes. Considering the first four stereo-
types, whether a design (or part of a design) is pro-
gressed through exploration, concretisation, convergence,
or refinement depends in part on its maturity. In explo-
ration, decisions are loosely constrained and iterations
may lead to qualitatively different solutions. In con-
cretisation, progress is more constrained by previous
decisions. When convergence or refinement are under-
taken, main solution parameters are already delineated
at the level of definition on which the iteration occurs.
Iterations are undertaken to determine suitable values
for them and/or to adjust details. Whereas exploration
and concretisation involve substantially qualitative and
subjective reasoning, convergence and refinement typi-
cally emphasise quantitative analysis and may focus on
parameter values and constraints.
These differences are reflected in the structure of the
iteration process. Stereotypes depicted towards the left
of Figure 2emphasise an initially responsive and un-
structured process, while at the other end of the spec-
trum, stereotypes towards the right of the figure indi-
cate a repeated sequence of similar operations. In all
cases, the detail of tasks may differ from one iteration
to the next according to the evolving situation.
Incremental completion differs from the other pro-
gressive stereotypes discussed above in that a task or
process is repeated on different aspects of the design,
rather than revisting the same aspects of the design us-
ing different tasks, on different levels of detail, or con-
sidering new relevant information.
4.2 Corrective iteration
The second function, Correction, describes iteration in
response to unplanned adverse events. It is associated
with new information that reveals problems in the de-
sign (Sobek et al,1999). As such it is often associated
with system integration activities, testing, and engi-
neering changes after design release. The latter might,
for example, be initiated to account for requirement
changes or to respond to issues arising later in the life-
cycle, for instance if a part needs to be redesigned fol-
lowing failures in service (Ahmad et al,2013). From
another point of view, tasks may be revisited to check
and perhaps regenerate their outputs after input infor-
mation is updated (Wynn et al,2014).
Corrective iteration is generally undesirable because
it would not be required if those adverse events had
not manifested. However, correction can still provide
positive effects, for example if additional knowledge is
generated or the changes that are made add value to
the design (Haller et al,2014).
The three stereotypes of corrective iteration that
were identified are summarised in Figure 3and de-
scribed in the next subsections.
4.2.1 New Work
The New Work stereotype, appearing in Taylor and
Ford (2006) and Isaksson et al (2000), focuses on cor-
rection in which a solution is revisited to meet require-
ments in a different way, i.e., through different solu-
tion principles that require a different work approach.
It may involve initiating work to address issues that
were not initially recognised. An example of new work
is the replacement of a centrifugal compressor with an
axial compressor, whose integration may require con-
sideration of some different design issues.
4.2.2 Rework
Rework is one of the stereotypes that appears most fre-
quently in the literature. It is described by Smith and
Eppinger (1997a) as “the required repetition of a task
because it was originally attempted with imperfect in-
formation (assumptions)”. In comparison to new work,
the approach used is similar to the last time the work
was performed—although this distinction is necessarily
subjective because it depends on the level of resolution
to which the process is considered. An example of re-
work in product development is the modification of a
drawing to correct a drafting error. As well as arising
following new information about problems in the de-
sign, rework may also be caused if a process is too com-
plex to identify the most efficient order of work execu-
tion (Eppinger et al. 1994), or because “the wrong infor-
mation arriv[es] at the wrong time” (Browning,1998).
Despite appearing frequently in the literature on itera-
tion, acknowledgement and measurement of rework has
been said to be the biggest gap in conventional project
management techniques (Cooper et al,2002).
4.2.3 Churn
The Churn sterotype focuses on situations in which
parts of a problem are revisited repeatedly without con-
verging, because the parts interact such that each at-
tempted solution creates another set of problems. It
appears, for example, in the work of Mihm et al (2003),
18 David C. Wynn, Claudia M. Eckert
Fig. 3 Stereotypes of corrective iteration
Loch et al (2003), and Yassine et al (2003), which is
discussed in Subsection 2.4.4. Churn can be viewed as
failed convergence in the terminology of Yassine et al
(2003), who define the latter as a process in which the
number of problems being solved reduces towards “an
acceptable threshold”. Alternatively it can be seen as
self-propagating rework. Churn is often associated with
design complexity. Other factors contributing to churn
may include decomposition of work across teams who
share information only periodically, exogenous changes,
imperfect testing, and oscillatory allocation of resources
due to firefighting (Yassine et al,2003).
4.3 Coordinative iteration
Coordination, which is the third and final function in
the taxonomy, describes iteration associated with struc-
tures and approaches intended to make a process more
effective, efficient and/or predictable. Thus, for exam-
ple, coordinative stereotypes convey iteration associ-
ated with set-based design, forced overlapping of depen-
dent tasks, and agile development approaches. Coordi-
nation stereotypes imply that iteration is expected to
provide benefits, such as reducing the amount or risk of
more costly iteration elsewhere, that outweigh its cost,
effort and/or time implications.
Five stereotypes of coordinative iteration were iden-
tified from the literature study. They are summarised
in Figure 4and Table 3, and described below.
4.3.1 Governance
The Governance stereotype refers to iterations deliber-
ately introduced to allow frequent information release
from a process, facilitating its oversight and manage-
ment. Unger and Eppinger (2011), for example, describe
how iteration is used as a risk management process of
“controlled, feedback-based redesign” governed by de-
sign reviews. Ahmadi and Wang (1999) consider the
introduction of design reviews to regulate risk, which
can be viewed as repeating review tasks as well as the
tasks to prepare required information. Structuring a
project to provide frequent releases for feedback from
an evolving context or from users (e.g. Iansiti and Mac-
Cormack,1997) may also be considered governance it-
eration. This stereotype also describes iteration struc-
tures enabling feedback to ensure completion on time,
budget and quality. For instance, information release
to financial approval processes regulates expenditures,
while iteration involving project management processes
regulates design progress and schedule risks.
4.3.2 Negotiation
The Negotiation stereotype describes situations in which
an iterative process is used to allow trade-offs between
goals and constraints owned by different participants
to be understood and mutually-acceptable solutions to
be found (Bucciarelli,1994). This also appears in the
dialogue model of overlapping discussed by Clark et al
(1987). Negotiation is characterised by multidirectional
information transfer among the people involved.
To give some examples, an iterative negotiation pro-
cess is used to integrate contributions from personnel
who have a limited understanding of each others work,
because of disciplinary specialisation, because individ-
uals’ responsibilities focus on certain parts of a design
or certain aspects of a problem, and/or because a de-
sign is developed in collaboration across several teams
or companies. It can involve conflicting objectives and
can also appear where people do not know what they
can achieve at the start of the design process (Eckert
et al,2014). Negotiation may also be necessary when
multiple groups share responsibility for the same de-
Perspectives on iteration in design and development 19
Fig. 4 Stereotypes of coordinative iteration
Table 3 Comparison of coordination stereotypes.
Typical motivation(s) for
introducing the iterative
structure
What is revis-
ited?
Info. maturity Typical destination of info.
Governance Control and/or adaptation (Part of) a design Increases Management Same phase
Negotiation Facilitate integration (Part of) a design Increases Other teams Same phase
Parallelisation Increase concurrency (Part of) a design Increases Other teams Next phase
Comparison Improve quality/reduce risk Task or process Stays similar Same team Same phase
Concentration Reduce costs Task or process Stays similar Other teams Next task
sign parameters. In such situations, setting these pa-
rameters to maximize a local criterion for one group
may deteriorate the solution for others (Mihm et al,
2003). In common with many other forms of iteration,
negotiation becomes more difficult as the number of pa-
rameters involved increases (Krishnan et al,1997b).
4.3.3 Parallelisation
The Parallelisation stereotype refers to iteration associ-
ated with overlapping of consecutive phases or tasks in
the development process. This involves repeating parts
of the upstream work to communicate updates as the
upstream task converges during the overlapping period,
as well as revisiting elements of the downstream work to
account for the successive changes. This stereotype fea-
tures in several of the models reviewed in Subsection
2.4.1, e.g. Krishnan et al (1995), as well as empirical
studies such as that reported by Terwiesch et al (2002).
4.3.4 Comparison
In many situations during a project, several alterna-
tives are considered in parallel until there is enough
information to decide between them. In this case, some
activities may need to be repeated for each candidate
taken forward, which is a form of iteration. This stereo-
type appears in the literature on SBCE discussed in
Subsection 2.3.7. As noted by Sobek et al (1999), who
use the term “narrowing iterations” it is also evident
in textbook models that portray early stages of the de-
velopment process as a funnel, such as Ulrich and Ep-
pinger (2011). Comparison also appears in work which
emphasises iterative generation, comparison and recom-
bination of multiple concepts during early design (e.g.
Chusilp and Jin,2006).
4.3.5 Concentration
Concentration refers to iterations that occur after or-
ganising a process so that a task or process is repeatedly
executed on different information (Wynn et al,2007).
This stereotype may be appropriate, for example, to de-
scribe situations where jobs of a similar type are organ-
ised to flow through a single department, or collected
into batches and done together, to reduce setup and co-
ordination overheads. In such cases similar tasks that
were previously done on different parts of the design by
different people are brought together such that a sin-
gle group repetitively performs, i.e. iterates, the task.
In this situation the task remains similar but is done
on different information each time. Concentration itera-
tion may help obtain economies of scale, may be part of
20 David C. Wynn, Claudia M. Eckert
outsourcing, or may allow sharing of limited expertise
in a particular area across projects that need it. The
implications of concentration on process performance
can be significant and are discussed in detail in the lit-
erature on lean product development (e.g. Oppenheim,
2004;Beauregard et al,2008).
4.4 Verifying the taxonomy
To recap, the motivation for developing the taxonomy
was to (1) incorporate and (2) distinguish between the
iterative situations revealed in the literature study. To
verify that these objectives were met, the literature
from this article’s bibliography was revisited to ensure
that the discussions in each publication could be appro-
priately aligned against one or more stereotypes. The
result of this mapping process is shown in Table 6.
Compiling Table 6required detailed and systematic
attention. We proceeded as follows. First, because of
the profusion of terminology, we focused on authors’
descriptions of iteration rather than the specific terms
they use. Furthermore in the case of models, we focused
on the authors’ descriptions of the situation rather than
the detail of its representation. Although the taxon-
omy integrates key concepts found in the literature, we
found that authors’ descriptions of iterative situations
are sometimes ambiguous or lacking contextual descrip-
tion, and in some cases were initially difficult to align
against a single stereotype. To address this issue de-
cision guidelines were formulated from the stereotype
definitions to crystallise key differences between them.
The guidelines are shown in Table 4. They helped to
ensure consistency when assigning each described situ-
ation to a single stereotype, although the need for in-
terpretation could not be eliminated entirely.1
Certain publications were deemed to describe multi-
ple distinct situations. Such cases are mapped to multi-
ple stereotypes in Table 6. Three publications describe
iterative situations that relate to generational learning
and are thus outside the scope of the review as defined
in Section 1, although other elements of those publica-
tions are in scope. These cases are discussed in Subsec-
tion 5.8.
Finally, after completing the mapping the stereo-
type descriptions were reconsidered to improve their
clarity. To do this we worked down the columns of Ta-
ble 6 to identify papers that had been mapped to each
stereotype, then considered those publications again to
verify that the stereotype descriptions and any relevant
1For example, some articles include extremely brief men-
tion of particular iterative situations. We used our judgement
to determine whether such cases should be mapped onto the
corresponding stereotypes in Table 6.
decision guidelines were appropriately formulated. This
yielded some final adjustments.
Overall, Table 6aligns each stereotype against pub-
lications that discuss it and thereby provides an organ-
ised source of reference to support the taxonomy. Table
6also provides a starting point to navigate and analyse
the literature. For instance, reading down the second
column of the table indicates key literature relevant to
the Concretisation stereotype and shows the develop-
ment domain considered by each of those publications.
Expanding upon the final section of Table 6, Table 7
positions the terminologies collected in Table 5 against
the stereotypes. This highlights the lack of agreement
on terms and confirms that prior publications which
propose terminology only cover subsets of the iterative
situations that are collected in this article.
5 Discussion
Complementing the summary of issues and the integrat-
ing taxonomy, a number of key insights, implications,
and opportunities for future research were drawn from
the review. These are summarised in the next subsec-
tions.
5.1 Iteration entails both good and bad effects
Some iteration adds value by facilitating progressive
generation of knowledge. Some may be unavoidable.
Even apparently-unproductive iteration can have ben-
eficial side-effects when viewed from another perspec-
tive. For instance, increased iteration in a development
process can reduce its overall duration if it allows more
work to be attempted concurrently, or if it allows inter-
dependent tasks to be overlapped. This is sometimes
recognised by describing iteration as either essentially
positive or essentially undesirable (Subsection 3.1), while
other research highlights that iteration can have these
effects simultaneously.
Desirable and undesirable effects of iteration are
reflected across the different functions in the taxon-
omy. Progressive iterations directly create knowledge
and value (although they also incur additional time,
effort and/or cost). Corrective iterations only occur be-
cause of issues that would be better avoided at their
source. Coordination iteration adds value by enabling
secondary and higher-order effects, such as enhanced
control of schedule, cost and risk. The undesirable im-
pacts of iteration are usually apparent, although they
may be difficult to quantify. However, the benefit iter-
ation may provide can be easily obscured by the com-
Perspectives on iteration in design and development 21
Table 4 Clarification of the similarities and differences between selected stereotypes.
Decision Similarities between the stereotypes and guidelines to decide between them
(Exploration or
Concretisation) vs.
(Convergence or
Refinement)?
All these stereotypes emphasise developing knowledge and progressing a design.
Guideline: Exploration and Concretisation both emphasise qualitative reasoning and elabora-
tion of objectives during the iteration process. Convergence and Refinement both emphasise
adjustment of defined parameters or details and may involve more quantitative reasoning.
Exploration vs.
Concretisation?
Both are associated with qualitative reasoning and/or ambiguity in early design.
Guideline: If an increase through levels of design definition is emphasised, assign Concretisation.
If iterations take place at the same level of definition (e.g. a concept sketch), assign Exploration.
Parallelisation vs.
Negotiation?
Both relate to iteration associated with concurrency.
Guideline: If the iteration is associated with updated preliminary information that flows uni-
directionally from an upstream to a downstream activity, assign Parallelisation. Otherwise if
multidirectional flow amongst two or more parties is emphasised, assign Negotiation.
Convergence vs.
Negotiation?
Both may relate to iteration required to resolve complex interdependency.
Guideline: If the need for iteration because different aspects of an interdependent design prob-
lem are owned by different people is emphasised, assign Negotiation. If iterating to resolve
interdependency amongst tasks, parameters or decisions is the main focus and iterating to
communicate is not emphasised (even though it may be a team activity), assign Convergence.
Incr. Completion vs.
Concentration?
Both concern repetition of a task on different parts of the same design.
Guideline: If the purpose of repeating the task is emphasised to be completing the design,
assign Incr. Completion. If the reason is mainly that a person or department is specialised in
that work, assign Concentration.
plexity and ambiguity of interactions, especially in large
projects.
5.2 Iteration entails uncertainty and is self-reinforcing
Iteration effects are amplified by uncertainty in prod-
ucts (Liker and Morgan,2006) and in processes (Hu-
berman and Wilkinson,2005). A more iterative process
may be a less efficient process, because as uncertainty
in a process increases, so does the number and severity
of exceptions from standard process that are generated,
and so does the communication and management over-
head needed to handle them (Galbraith,1974). Thus
a process with more iteration typically involves more
ad-hoc coordination and consequently more opportuni-
ties to make mistakes or overlook important issues—
requiring further iteration to address. In other words,
iteration can reinforce itself through positive feedback
(Love et al,1999). For this reason reducing unncessary
iteration in a project may have knock-on benefits be-
yond the elimination of repeated work.
5.3 Iteration may be perceived in different ways
The variety of perspectives discussed in Sections 2, 3
and 4 highlight that there are many possibilities for
perceiving iteration. One consideration is that the per-
ceived amount and form of iteration can be influenced
by an individual’s viewpoint, responsibilities and ob-
jective (Wynn et al,2007). For instance, designers and
managers may disagree on whether a particular itera-
tive situation is progressive and necessary, or corrective
and perhaps avoidable. This subjectivity might make
it difficult to find an appropriate way to respond to
and/or plan for iterative situations. For instance it might
be appropriate to plan for convergence, e.g. by leaving
buffers in the schedule or explicitly planning several
cycles, while rework might be better addressed through
identification and mitigation of likely causes. However
such actions might be difficult to agree and coordinate
if stakeholders perceive the iteration differently.
One challenge is that iteration is often reflected only
cursorily in process descriptions that are used in in-
dustry. Iterations may often appear to be outside the
level of detail of those descriptions (Browning,1998).
In the research literature, meanwhile, different mod-
elling frameworks focus on different aspects of iteration.
This may make it difficult to select the best approach
to model a particular situation, especially for a mod-
eller unfamiliar with all the issues (Wynn et al,2007).
Arguably, it is important to distinguish between the
different iterative situations that can occur and make
informed decisions about how to treat them, to create
appropriate process representations and to generate un-
derstanding for management.
22 David C. Wynn, Claudia M. Eckert
5.4 A characteristic form of iteration may dominate
Although the review reveals many forms of iteration,
consideration of case descriptions in the literature as
well as insight from our own case studies suggest that
a subset of these dominate in most real-world situa-
tions. For instance, creation of engineering drawings
may be dominated by rework to correct drafting er-
rors. Integration of contributions from multiple work
packages or suppliers early in a development program
is often focused on dealing with updates to preliminary
information. Later, iterations may focus on rework as
additional operating scenarios are considered, test re-
sults are received, and production issues are worked
out. Recognising the characteristic form of the itera-
tion is arguably an important step towards handling
it effectively. The taxonomy developed in this article
should help to resolve differing perceptions on iteration
by providing guidance to recognise and understand the
dominant characteristics of a situation.
5.5 Forms of iteration may be nested hierarchically
Iterative characteristics depend on the level of reso-
lution at which a process is examined (Wynn et al,
2007). For example, the processes of a design depart-
ment might be characterised by certain forms of coor-
dinative iteration when interacting with other depart-
ments; corrective iterations when considering the end-
to-end processes within the department; and progres-
sive iterations in the work of individual designers. To
give another example, a concretisation process is likely
to involve correcting mistakes made earlier in that pro-
cess, perhaps due to information that was incomplete,
imprecise, or ambiguous when decisions were made.
These examples illustrate that it may be helpful to
perceive a process as different iterative situations that
interact or are nested within one another. Multilevel
description of a PD process according to iterative char-
acteristics is a topic that could benefit from additional
research attention.
5.6 Iteration may be positively influenced
Management of iteration can be challenging in prac-
tice (Browning,1998). One contributing factor is the
complexity and ambiguity of the topic. Another is that
iteration is a systemic issue influenced by many interac-
tions on product, process and organisational levels (Le,
2012). Even if some iteration is undesirable and avoid-
able, people may perceive there is nothing that can be
done about it from their positions in the organisation.
However, research reviewed in this article indicates
that appropriate strategies and policies can influence
the iterative structure of a process on many levels, both
in terms of exploiting the positive effects and mitigat-
ing the negative effects. Prescriptive approaches to help
manage iteration have also received much research at-
tention, for instance based on analysis of PD processes
using DSM (Eppinger,1991), MDM (Lindemann et al,
2009) and different types of simulation (Levitt et al,
1999;Browning and Eppinger,2002;Ford and Ster-
man,2003;Wynn et al,2014). There remain numerous
challenges regarding the handling of iteration in those
approaches, ranging from concerns about probabilistic
assumptions (Smith et al,1992) to those of avoiding
deadlocks and other structural problems in a simulation
(Karniel and Reich,2009). Prescriptive methods such
as SBCE (Ward et al,1995) and the Design Think-
ing process (Brown,2008) have also been developed
to help practitioners manage and exploit different it-
erative situations. In future, we hope to review such
contributions from the viewpoint of their strengths and
weaknesses with respect to different stereotypes. This
could provide useful guidance for practitioners seeking
to improve their processes.
5.7 Iteration in different development domains
As noted earlier this article has focused mainly on de-
sign and product development, complemented by se-
lected insights into iteration in the domains of soft-
ware project management and construction manage-
ment. We did not find any publications that provide
detailed comparisons of iteration across the domains,
and a thorough analysis of this issue is beyond the scope
of the present article. Some preliminary comments are
made in the next paragraphs.
In terms of similarities, research into micro-level
iteration is usually focused on the nature of generic
design activity and insights regarding exploration and
concretisation appear largely independent of domain.
On the macro level, rework is extensively discussed in
all three domains. Commentaries on lean and agile may
be found in all three domains, as may work on modu-
larity and complexity. The iterative stereotypes embed-
ded in such work, such as governance, comparison and
concentration are consequently discussed across the do-
mains as well.
Differences are also apparent. First, Table 1 and Ta-
ble 6 indicate that in the literature we reviewed, many
of the stereotypes and issues are not equally represented
across the three development domains. Further research
is needed to determine whether these differences in em-
phasis should be attributed to characteristics of the
Perspectives on iteration in design and development 23
domains themselves, the particular contexts that were
studied, and/or the interests of the research communi-
ties. A second difference is that studies in construction
and software usually focus on iteration manifested in
changes to an artefact, whereas research into iteration
in product development typically considers work on in-
complete design information. Consequently rework in
the construction sector is well-documented with change
orders and this has enabled detailed retrospective anal-
yses (e.g. Love and Edwards,2004), while researchers
in software development are well-positioned to analyse
iteration patterns that are documented in automatic
version control systems (Fairley and Willshire,2005).
On the other hand, in product development projects,
detailed records of iteration prior to design release are
not readily available at present, and in consequence
quantitative analyses of iteration patterns in this do-
main are not common. A third difference is that in-
fluential research into macro-level iteration in product
development and construction has mainly focused on
undesirable forms of iteration, while research on itera-
tion in software projects has more strongly emphasised
deliberate iteration structures used to manage risk and
integration in practice, for instance in agile, spiral and
other forms of incremental development.
5.8 Topics not addressed in this article
The possibility of future work to describe development
processes as interacting iteration structures, to review
prescriptive approaches with respect to different itera-
tive situations, and to study iteration across develop-
ment domains has already been mentioned. A number
of further issues could not be addressed within the scope
of this article, and these are indicated below.
Firstly, since the intention was to provide an inte-
grative overview, space did not allow in-depth elabora-
tion of particular stereotypes. Further work could focus
on detailing individual stereotypes, perhaps through fo-
cused systematic reviews of those topics. Similarly we
did not discuss the relationships between stereotypes in
detail; this is another avenue for further research.
Secondly, as explained in Section 1 this article has
focused on iteration as it occurs within a project. Some
of the reviewed publications describe iterative situa-
tions that fall outside this scope, specifically the genera-
tional learning of Eppinger et al (1994), the macro-scale
iteration of Safoutin and Smith (1996), and the evolu-
tionary rework of Fairley and Willshire (2005). All three
of these terms concern the progressive development of
a design across product generations. Similarly, the in-
cremental development of platform parts or modules
for use in different designs could be viewed as itera-
tive, as could the modification of designs already in the
field. Such contexts are not explicitly emphasized in our
taxonomy. Nevertheless, the (re)design processes that
occur still involve iteration that could be perceived in
terms of the stereotypes developed in this article.
Thirdly, as noted in Subsection 5.3 iteration is an
inherently subjective issue. It involves perceiving seg-
ments of activity, separated in time and occurring in
different contexts, to be similar. In principle any pro-
cess perceived to involve an element of circularity could
be analysed as an iteration process—although it might
not be productive to do so. Stakeholders must therefore
choose where to perceive iteration, and must also decide
how to idealise it in descriptions and models (Dowson,
1987;Isaksson et al,2000).
Here, we have not addressed such problems of sub-
jectivity but instead focused on analysing iterative sit-
uations as they are described in the design and devel-
opment literature. It was shown that the stereotypes
are sufficient to distinguish between situations as de-
scribed in the literature we reviewed. A tension remains
in acknowledging that iterative situations may legiti-
mately be viewed through different lenses, while at the
same time noting that significant differences are appar-
ent between iterative situations, e.g. when comparing
exploration in early concept design to churn amongst
design teams working to integrate a complex system.
In this article we do not provide guidance regarding
what should and should not be considered iteration,
nor do we propose a method to demarcate iterative sit-
uations encountered in practice. Another possible area
for future research is to address this gap by undertaking
empirical work, for instance through case study and/or
survey, to investigate how different iterative situations
can be identified, distinguished and related in the field.
6 Concluding remarks
Perceiving design and development as an iteration pro-
cess is necessary to understand and ultimately support
it. However, despite substantial research attention, a
consensus model or terminology for describing iterative
situations has remained elusive. This article makes two
main contributions towards resolving this issue. Firstly,
insights into iteration are collected and summarized,
highlighting the different research communities and re-
search approaches through which they were developed.
The second main contribution is to introduce the con-
cept of iterative stereotypes to convey characteristics of
a particular situation, to develop a taxonomy of stereo-
types, and to provide a mapping from stereotypes to
selected key publications in which they appear. Table 6
24 David C. Wynn, Claudia M. Eckert
shows that most prior publications are quite narrowly
focused on a small subset of the iterative situations that
are possible. Furthermore, the areas of literature do
not all strongly cross-reference each other, especially
those examining micro- and macro-level iteration and
those considering the different development domains.
There is a need for further research to develop more in-
tegrated perspectives on iteration—the topic is central
to most analyses of design and development, suggesting
that such work could yield valuable insight.
Overall, it is hoped that the review and integrating
taxonomy presented in this article will provide insight
to practitioners and researchers by helping to express
the characteristics of iterative situations and helping to
contextualise future analyses of iterative processes.
Acknowledgements The authors gratefully acknowledge John
Clarkson, Nam Le, and other collaborators for discussions and
feedback on the topic of design process iteration. We also
thank the Editor and anonymous reviewers whose insightful
comments helped to improve the manuscript.
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28 David C. Wynn, Claudia M. Eckert
Table 5: Terms used to differentiate between iterative situations. Text in
quotations is taken from the publication indicated in the same row.
Ref. Description of terminology
Various
authors
Terms used to describe iteration having essentially desirable vs. essentially undesirable effects by Clausing
(1994)/Browning (1998)/Ballard (2000)/Yassine et al (2003)/Le (2012)/Haller et al (2014) are respectively:
Productive/intentional/positive/planned/progressive/creative iteration.
Dysfunctional/unintentional/negative/unplanned/corrective/superfluous iteration.
Eppinger
et al
(1994)
Concurrent iteration - concurrent development of tightly-coupled subsystems, requiring substantial coordination.
Rework - Costly, long iterations caused by system-level feedback.
Generational learning - Iterating product versions when feedback is too late to influence a project.
Safoutin
and Smith
(1996)
Micro-scale iteration - Computational iterations to minimise an error term.
Meso-scale iteration - “The proposal, testing and modification cycle”.
Macro-scale iteration - Repeating an entire design process to generate a new version of a product.
Adams
and
Atman
(2000)
Diagnostic iteration - Cycles of monitoring performance and learning.
Transformative iteration - Cycles of integrating new information and altering the design.
Isaksson
et al
(2000)
Intentional repetitive iteration - Planned to converge or compare options; criteria and task stay the same.
Unintentional repetitive iteration - Needed because specifications not met; criteria and task stay the same.
Intentional evolutionary iteration - Planned to converge or compare options; new information alters task setup.
Unintentional evolutionary iteration - Needed because specifications not met; new information alters task setup.
Costa and
Sobek
(2003)
Design iteration - an activity is repeated on the same part of the design but at a different level of abstraction,
e.g. detail design instead of concept design.
Behavioural iteration - a task is applied at the same abstraction level to a different part of the design. For
instance, stress analysis is repeated on several components in an assembly.
Rework - to correct errors, an activity is revisited on the same scope and abstraction.
Safoutin
(2003)
Repetition - moving towards a goal incrementally by doing the same thing multiple times, eg. the loop of numerical
integration to calculate the area under a curve.
Progression - refining or gradually arriving at a solution that is whole on each attempt but in some sense ’better’
each time. Each successive solution represents an intermediate approximation of the goal.
Feedback - progression that is guided by feedback regarding the suitability of intermediate solutions.
Yassine
et al
(2003)
Rework - global design considerations require locally-acceptable solutions to be reconsidered.
Churn - “number of problems being solved (or progress being made) does not reduce (increase) monotonically.”
Convergence - “A process in which the total number of problems being solved falls below an acceptable threshold.”
Bhuiyan
et al
(2004)
(New) design version - Entire design phase(s) are re-attempted following a post-phase progress review.
Churn - concurrent, functionally interdependent activities are redone in a process of “informal incremental
change”. Increases with the proportion of time each function spends working with the others.
Overlap spin - one, other or both of two overlapping activities are repeated if outputs are not acceptable.
Cho and
Eppinger
(2005)
Overlapping iteration - an upstream task releases preliminary information to a downstream task. Iteration may
be required to accommodate changes when the upstream task later releases more refined information.
Sequential iteration - a downstream task modifies information that was used earlier by an upstream task. Inter-
mediate tasks are reconsidered in the original sequence. See also Browning and Eppinger (2002).
Parallel iteration - Tasks done concurrently with ongoing information exchange, creating work for one another
according to interdependencies. See also Smith and Eppinger (1997a).
Fairley
and
Willshire
(2005)
Iterative prototyping - to “help evolve a user interface”.
Agile development iterations - “closely involve a prototypical customer in a process that might repeat daily”.
Incremental build - “developers produce weekly builds of an evolving product”.
Spiral model iterations - “help the team confront and mitigate risk in an evolving product”.
Evolutionary rework - “adds value to an evolving [software] product”...“to provide new capabilities”.
(Continues on next page)
Perspectives on iteration in design and development 29
Table 5 continued from previous page
Avoidable retrospective rework - modify an evolving software product to accomodate needs that developers knew
about previously but did not implement, e.g. due to schedule pressure.
Avoidable corrective rework - fixing defects in a software product that were not found prior to release.
Chusilp
and Jin
(2006)
Design task iteration - tasks repeated because new information is available, or established success criteria are
not satisfied.
Mental activity iteration - in the mind to ”clarify problems, generate ideas and arrive at better designs”.
Taylor
and Ford
(2006)
Rework - A task is redone to implement a change, e.g., a stronger beam is installed. Leads to...
a) Contamination - secondary iteration caused by ripple effects after rework. For instance, replacing a beam
requires the ceiling to be re-plastered. Tasks within the original project scope are revisited.
b) New tasks - rework or contamination requires additional tasks not in original scope. For instance, the ceiling
must be supported temporarily to replace the beam.
Backlog growth - ripple effects cause a tipping point where work is created faster than it can be resolved.
Wynn
et al
(2007)
Exploration - Concurrent, iterative exploration of problem and solution during creative problem solving.
Convergence - To find a satisficing design when parameter/objective relationships are complex.
Refinement - To improve a design without enhancing performance against primary objectives.
Rework - To correct problems that emerge as design progresses, or that are created by changes.
Negotiation - To reach tradeoffs between competing goals owned by different personnel.
Repetition - To apply a similar operation to different information or different parts of the design.
Jun and
Suh
(2008)
Negotiation iteration - “activities exchange design information with each other bidirectionally for obtaining a
desirable design solution” ... “usually arises because of the coupled nature of product design.”
Feedback iteration - “a manager usually identifies target conformance specifications and the acceptable level of
design outputs, and reviews design outputs before they are released for wider use”.
Engineering change iteration - “During the PD, design outputs are frequently changed due to technical problems.”
Refinement - due to uncertainty and complexity, a design must be iteratively refined until acceptable.
Overlap - occurs when preliminary information from an upstream task “turns out to be false or misleading”.
Arundachawat
et al
(2009)
Upstream rework - To correct faults in an upstream task that are detected downstream.
Downstream rework - Iteration of a task is caused by changes to prelim. info. released by an upstream task.
Duplication - repeating similar operations on different variants of a design when doing SBCE.
Table 6: Selected key publications mapped against the taxonomy. Rows
are grouped by type of study then sequenced by publication date.
Focus1
Publication
Exploration
Concretisation
Convergence
Refinement
Incr. cmpltn
Rework
New work
Churn
Governance
Negotiation
Parallelisation
Comparison
Concentration
Micro-level emp. studies
DS Guindon (1990) C
DA Sch¨on and Wiggins (1992) E
DE Smith et al (1992) N
DE Smith and Leong (1998) E G N
DE Smith and Tjandra (1998) O R N
DE Atman et al (1999) E C S
DE Adams and Atman (2000) E G
DC Austin et al (2001) E R S
DE Dorst and Cross (2001) E
DE Ahmed et al (2003) E O
DE Boudouh et al (2006) O R P
(Continues on next page)
30 David C. Wynn, Claudia M. Eckert
Table 6 continued from previous page
Focus
Publication
Exploration
Concretisation
Convergence
Refinement
Incr. cmpltn
Rework
New work
Churn
Governance
Negotiation
Parallelisation
Comparison
Concentration
DE Chusilp and Jin (2006) E S
DE Jin and Chusilp (2006) E S
Micro-level models
DA March (1984) E
DR Gero (1990) E C S
DR Hybs and Gero (1992) E S
DR Maher and Poon (1996) E S
DR Hatchuel and Weil (2009) E C
DE Jin and Benami (2010) E S
Moen and Norman (2010) G
Macro-level empirical studies
PD Eastman (1980) P
PD Clark et al (1987) N P
PD Eisenhardt and Tabrizi (1995) G
PD Ward et al (1995) R S
SM Cusumano and Selby (1997) I G
SM Cusumano (1997) I G
SM Iansiti and MacCormack (1997) G
PD Thomke (1997) R G
PD Thomke (1998) O R
CM Love et al (1999) R
PD Sobek et al (1999) R S
PD Terwiesch and Loch (1999) P
CM Love and Li (2000) R
SM MacCormack et al (2001) G
CM Love (2002) R
PD Terwiesch et al (2002) P S
PD Eckert et al (2004) R N
CM Love and Edwards (2004) R
PD Liker and Morgan (2006) G S T
SM Dyb˚a and Dingsøyr (2008) R G
CM Hwang et al (2009) R
CM Love et al (2010) R
PD Fernandes et al (2014) N
SM Kim et al (2014) F
Macro-level models
PD AitSahlia et al (1995) R
PD Ha and Porteus (1995) R G
PD Krishnan et al (1995) P
PD Krishnan et al (1997a) P
PD Krishnan et al (1997b) O
PD Smith and Eppinger (1997a) N
PD Braha and Maimon (1998) C
PD Loch and Terwiesch (1998) G P
PD Ahmadi and Wang (1999) R G
PD Hoedemaker et al (1999) N
(Continues on next page)
Perspectives on iteration in design and development 31
Table 6 continued from previous page
Focus
Publication
Exploration
Concretisation
Convergence
Refinement
Incr. cmpltn
Rework
New work
Churn
Governance
Negotiation
Parallelisation
Comparison
Concentration
PD Roemer et al (2000) P
PD Joglekar et al (2001) N
PD Loch et al (2003) H N
PD Mihm et al (2003) H N
PD Yassine et al (2003) H
PD Bhuiyan et al (2004) R N P
PD Huberman and Wilkinson (2005) H
PD Braha and Bar-Yam (2007) H
PD Schlick et al (2013) H
Terminologies and reviews2
PD Smith and Eppinger (1993) R P
PD Eppinger et al (1994) R N
PD Safoutin and Smith (1996) E O
PD Browning (1998) O R P
DE Adams and Atman (2000) E G
PD Isaksson et al (2000) O R W S
DE Costa and Sobek (2003) C I R
DE Safoutin (2003) C I G
PD Yassine et al (2003) O R H
PD Bhuiyan et al (2004) R N P
PD Cho and Eppinger (2005) R N P
SM Fairley and Willshire (2005) O F R G N
DE Chusilp and Jin (2006) E R
PD Taylor and Ford (2006) R W H
PD Wynn et al (2007) E O F R N T
PD Jun and Suh (2008) O R G N P
PD Arundachawat et al (2009) R P S
PD Le (2012) E C O F R N P S
Notes
1The Focus column indicates the research area with which each publication is primarily associated, where: PD = Product Devel-
opment. SM = Software Project Management. CM = Construction Management. DR = Design research without a specific domain
focus. DE = Design research with an Engineering focus. DA = Design research with an Architecture focus. DC = Design research
with a Construction focus. DS = Design research with a Software focus.
2Additional analysis of terminologies is provided in Table 7.
32 David C. Wynn, Claudia M. Eckert
Table 7 Aligning selected terminologies against the integrating taxonomy indicates the profusion of terms. A dash indicates that a
stereotype does not explicitly appear in the respective terminology.
Progression
Author(s) Exploration Concretisation Convergence Refinement Incr. completion
Smith and Eppinger (1993)
Eppinger et al (1994)
Safoutin and Smith (1996) Meso-scale Micro-scale
Adams and Atman (2000) Transformative
Isaksson et al (2000) Int. Evolutionary
Costa and Sobek (2003) Design Behavioural
Safoutin (2003) Progression Repetition
Yassine et al (2003) Convergence
Bhuiyan et al (2004)
Cho and Eppinger (2005)
Fairley and Willshire (2005) Iterative prototyping Refactoring
Chusilp and Jin (2006) Mental
Taylor and Ford (2006)
Wynn et al (2007) Exploration Convergence Refinement
Jun and Suh (2008) Refinement
Arundachawat et al (2009)
Correction
Author(s) Rework New work Churn
Smith and Eppinger (1993) Unexpected
Eppinger et al (1994) Rework
Safoutin and Smith (1996)
Adams and Atman (2000)
Isaksson et al (2000) Unint. Repetitive Unint. Evolutionary
Costa and Sobek (2003) Rework
Safoutin (2003)
Yassine et al (2003) Rework Churn
Bhuiyan et al (2004) New design version
Cho and Eppinger (2005) Sequential
Fairley and Willshire (2005) Avoidable rework
Chusilp and Jin (2006) Design task
Taylor and Ford (2006) Rework / Contamination New tasks Backlog growth
Wynn et al (2007) Rework
Jun and Suh (2008) Engineering change
Arundachawat et al (2009) Upstream rework
Coordination
Author(s) Governance Negotiation Parallelisation Comparison Concentration
Smith and Eppinger (1993) Expected
Eppinger et al (1994) Concurrent
Safoutin and Smith (1996)
Adams and Atman (2000) Diagnostic
Isaksson et al (2000) Int. Repetitive
Costa and Sobek (2003)
Safoutin (2003) Feedback
Yassine et al (2003)
Bhuiyan et al (2004) Churn Overlap spin
Cho and Eppinger (2005) Parallel Overlapping
Fairley and Willshire (2005) Spiral / Agile Incremental build
Chusilp and Jin (2006)
Taylor and Ford (2006)
Wynn et al (2007) Negotiation Repetition
Jun and Suh (2008) Feedback Negotiation Overlapping
Arundachawat et al (2009) Downstream rework Duplication

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In his new book, Total Quality development: a Step-by-Step Guide to World-Class Concurrent Engineering, Don Clausing presents an approach to product development that integrates quality function deployment (QFD) and Taguchi's quality engineering into the total development process. A stream of new technologies is essential to the ongoing competitiveness of any manufacturing company. In this book excerpt, the author applies the principles of total quality development to the technology development process.
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Systems provide value through their ability to fulfill stakeholders’ needs. These needs evolve and often diverge from an original system's capabilities. Thus, a system's value to its stakeholders diminishes over time. Consequently, systems have to be periodically upgraded or replaced. Since replacement costs are often prohibitive, system adaptability is valuable. Adaptability entails the ability to modify an existing system or design of a system's architecture, such as changing, adding, removing, or replacing relevant elements as well as adjusting their reciprocal interactions.In 2008, Engel and Browning proposed a Design for Adaptability concept based on Architecture Option (AO) theory. AO fuses Financial Options and Transaction Cost theories, seeking to design systems for optimal lifetime value. They asserted that designers should balance the benefits of adaptability against its affordability. More modularity is not always better; the amount of modularity alone is an insufficient and even misleading cause of value.This follow-up paper reports on a project, aimed at enhancing the AO theory and validating its applicability within diverse industrial environments. Through interactions with practicing system developers, the AO model was simplified and a modified Black–Scholes model was adapted into the engineering domain and successfully practiced. Six case studies were conducted within: food packaging, machine tools, automotive, aerospace, communication, and optoelectronics industries. All six industrial participants estimated, among other improvements, over 15% benefits in (1) reducing systems’ lifetime cost, (2) reducing systems’ upgrade cycle-time, and (3) increased systems’ lifespan. These results demonstrate the industrial applicability and validity of the AO theory.
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Experimentation, a form of problem-solving, is a fundamental innovation activity and accounts for a significant part of total innovation cost and time. In many fields, the economics of experimentation are being radically affected by the use of new and greatly improved versions of methods such as computer simulation, mass screening, and rapid prototyping. This paper shows that a given experiment (and the related trial and error learning) can be conducted in different "modes" (e.g., computer simulation and rapid prototyping) and that users will find it economical to optimize the switching between these modes as to reduce total product development cost and time. The findings are confirmed by a large-scale empirical study of the experimentation process in the design of integrated circuits containing either (1) electrically programmable logic devices (EPLDs); or (2) application-specific integrated circuits (ASICs). In comparing their different experimentation strategies for analogous design projects, I found that the former (EPLD) - an approach that utilizes many prototype iterations - outperformed the latter (ASIC) by factor of 2.2 (in person-months) and over 43 percent of that difference can be attributed to differences in experimentation strategies. The implications for managerial practice and theory are discussed and suggestions for further research undertakings are provided.