Hi, all. Jim again.
Regarding our upcoming webcon, we'll need to find a way to talk as well. Want to do it via Skype? I haven't set up a Skype group before, but shouldn't be too hard. And we have a volunteer (Yvonne Bijan) on our team to do it. Will need everybody's contact info to do it is all. Just let me know, and I'll ask Yvonne.
I thought I'd share for your consideration a handful of systems engineering principles that might be helpful to the project:
- Incrementalism. The cost to develop a system goes up exponentially as the amount of capability in the system increases. Navigaiter (U of F alum by any chance? :-) ) has said that an earlier effort failed because they only built a scale model. I see the point that the first airship needs to be "real"...i.e., somebody can ride in it. At the same time, you have also put a $10k target on the cost. Per the exponential curve above, a 2-person airship (like in the "wish list" posted on the forum) will cost a lot more than a 1-person. Other flying projects have traditionally started with a minimalist vehicle and then grew to larger ones: e.g., hang-gliders (1 person then 2), ultralights (1 person then 2), and the Zenith STOL aircraft (the 2-person 701 first, then the 4-person 801).
A 1-person airship project will give the needed challenges to stimulate the design solutions for a 2-person as well...at a fraction of the cost and time. And you'll still have a "real" airship that people can try out. If you really want to minimize budget and shoot for $10k (or whatever this is going to cost; has anyone done a fairly thorough cost analysis?), going with the smaller craft is the biggest opportunity for savings we have. That's because, regardless of whatever technologies or designs we choose, the cost/capability exponential curve will still be working in our favor.
And the phased approach enables tighter change cycles, which means more changes and therefore more improvement for a given amount of time and budget. This is related to Navigaiter's mantra of "make it, test it and improve it," which nicely describes an incremental approach. (I disagree, however, that using computers or models is inappropriate even on a project of this scale...in our experience, that work nicely complements the incremental approach and makes the result even better: while some of the tools are expensive, our group has several of them already so that cost is not the hindrance it would normally be for a group like this.)
To sum up, I'm not suggesting to abandon the 2-person goal; just to consider taking advantage of incrementalism by making a 1-person design a step along the way.
- Breakthrough design. Getting "out of the box" is difficult for us human beings. The problem is, every human being (which therefore presumably includes all of us LOL) are already "in a box" of some sort and mostly not aware of where its walls are. Brain research has conclusively shown that the mind automatically and subconsciously rejects any idea it comes across that falls outside its existing box. It's as if those "outside ideas" don't even exist; even if they are staring us in the face.
The trick is to find ways to get outside when we can't even imagine something outside it. That's where techniques like TRIZ come in...they provide a roadmap to follow that takes us outside our box...dragging our protesting brains along behind kicking and screaming if need be. That's the only way to solve really big problems that have resisted solution for a long time...like, oh, a small, practical, cheap airship. ;-)
- Implementation-free requirements. The "wish list" posted elsewhere on the forum combined capability requirements (e.g., "2-person"), with design decisions (e.g., "helium"). As soon as one imposes design solutions as part of the requirements, one "paints oneself into a box" and ensures that whole categories of breakthrough solutions will never be considered.
This same difficulty comes from jumping into prototyping too quickly...the prototype itself becomes a set of "implementation requirements" that a project will never get past. Don't get me wrong: prototypes are great, and very useful a little later in the development process. Just not early on.
It's also very tempting to construct "mental prototypes" at the very beginning, based on prior research, experience, personal preferences, and so forth. Has the same effect as physical prototypes: it mentally rules out whole classes of design solutions that could have taken a project much closer to a cheaper/safer/more-practical/higher-capability system. But I'll be the first to admit it is very challenging and often somewhat frustrating to defer the satisfaction that comes from "just building something!" (Even if the thing being built is only a mental model of the desired end product.) Balancing this out, this discipline takes nothing away from the value of doing experiments with various materials, technologies, etc. The trick is just to avoid latching onto favorite solutions before all the upstream work is done that tells us how or even whether or not to use those favorite solutions.
- Mission/capability-based requirements development. This is a technique that our systems engineering group (especially John Artus) specializes in. Essentially, you start with what you want a "really good day flying" to look like, and work your way into ever-more detailed requirements for the desired system. If you then apply breakthrough design techniques to those requirements, you can come up with some counter-intuitive and even unprecedented design solutions...and a much more satisfactory system to the user/customer (which is, as I understand it, the typical person on this team who really wants to fly their own airship!).
I know that's a ton of stuff...but I wanted to "prime the pump" for our upcoming conversation on Wednesday. Again, speaking for our team as a group and as a set of individuals, we simply want to help you reach your goals. We don't "have a dog in the hunt" in this project; none of us are airship types, and we have no favored solutions. Our interest in sharing these principles is simply that they are some of the ways we've learned to get to desired results cheaper/faster/better (to borrow the NASA phrase, which they have unfortunately never implemented! ;-) ).
Best,
Jim