Originally
Published MDDI January 2002
DEVELOPMENT
TEAMS
Working
Together at a Distance
Dispersed product
development teams may have limitations, but there are ways to maximize their
advantages.
William Leventon
Product
development is challenging enough when designers are separated by walls and
partitions. But it's even more difficult when they are separated by miles.
Nevertheless, use
of geographically dispersed development teams is becom-ing more common, according
to Jessica Lipnack, a management consultant in West Newton, MA. "Companies
have decided to tap resources that aren't under their noses," says
Lipnack, who focuses on issues related to dispersed development teams.
New capabilities
offered by use of the Internet have also given a boost to dispersed teams, prompting
companies to change the way they deal with what Lipnack calls a "diaspora
of skills." She notes that with "highly trained people in all kinds
of locations, businesses started
to realize that instead of shipping the people around, they could ship their
intelligence around."
Development teams
can be dispersed around the country or around the world, encompassing people
with different languages, cultures, and philosophies. Though this can be helpful—for
example, team members in different countries can provide culture-specific design
input that will boost sales of products marketed where they live—some experts
suggest that the advantages of dispersal are greatly outweighed by the disadvantages.
"There's
no way to replace face-to-face [interaction]," Lipnack says. "We can
only compensate for the lack of it."
EFFECTIVE COMMUNICATION
To succeed in
a joint effort, people working apart must find effective ways of communicating
with each other. "You don't want to work in a vacuum," says Jennie
Kwo, vice president of technical development at Product Genesis Inc., a contract
engineering firm in Cambridge, MA. "And it's much easier to work in
a vacuum when you're dispersed. It's easy to forget that there's
a development partner across the country who's working toward the same
goals but has no idea what you're doing on a day-to-day basis."
Long-distance communication
is usually easier among people who have built relationships with each other.
"You're much more patient and understanding with people you know than
with people you don't know," notes Emily Blanck, a management consultant
in Moraga, CA. "When you're dealing with a person you don't know,
you make assumptions that they aren't cooperating for all sorts of reasons
that usually aren't true. And things go downhill from there."
Perhaps the best
way to build relationships with others is to get together with them. "Nothing
works better than getting everybody in one room at some point," says Peter
Farrell, president of ResMed Inc. (Poway, CA), which uses dispersed teams to
develop respiratory products. Blanck agrees, noting that her research and consulting
experience show that teams that meet face-to-face are much more successful than
teams that have never met.
Dispersed development-team
members should meet as early in the process as possible, says Bill Mortimore,
chairman of Merge Technologies Inc. (Milwaukee). Early meetings produce a bond
that improves subsequent long-distance communications, notes Mortimore, whose
company employs people in Milwaukee and Toronto who collaborate on the development
of radiology systems.
After the initial
meeting, additional gatherings may be particularly helpful at certain stages
of a project. "There are points during design reviews where we want the
dialogue between the technical staffs to be very pointed and thorough, and the
most effective way to do it is face-to-face," says Jeff Castleberry, director
of operations at the Boulder, CO, facility of Plexus Corp., a contract engineering
and manufacturing firm based in Neenah, WI.
SPANNING THE DISTANCE
Because they will
be working separately most of the time, the team members should develop a specific
plan for connecting with each other, according to Lipnack. Such a communication
plan might call for daily checks of the project Web site, one-on-one telephone
calls every other day, and a teleconference with all team members once a week.
According to Blanck,
the plan should include ground rules for communication. "If you get an
e-mail, the [rule] could be that you should respond in two hours," she
says. "That doesn't necessarily mean you have to answer the question
in that time. Maybe you'll just say, 'I got your e-mail. I'll
get back to you in two days.' This keeps people from feeling ignored."
A similar strategy
can be applied to telephone calls. A telephone protocol could require team members
to respond to calls within four hours. "What the protocols are doesn't
matter," Blanck says. "What matters is that everyone on the team knows
what they are and complies with them."
Another ground
rule could establish one point of contact at each place where project staff
are located. That way, says Kwo, a person in one location won't be sending e-mails
to five different people in another location—and getting five different
responses that could be contradictory or redundant.
Communication protocols
could also address language issues. For example, dispersed teams could ban the
use of "ASAP." Though often inserted into written messages to suggest
urgency, ASAP "doesn't have any teeth in it," says Preston Smith,
a management consultant in Portland, OR. "It means something different
to each of us."
Though e-mails
and other written messages are useful tools, Kwo has found that they're
often misinterpreted. She recommends spoken communication among distant partners,
either on the phone or in a videoconference. She believes that videoconferences
are particularly effective tools for improving understanding because they enable
participants to observe one another, as well as to talk and listen.
Today's videoconferencing
equipment produces sharper, clearer images with fewer hassles than older systems,
according to Farrell, whose dispersed development teams find teleconferencing
technology particularly useful when examining plastic models. "It's
show and tell," he says. "If you've got a model sitting in front
of you, you can show everybody how something fits onto it, how a new feature
looks, how to plug it in."
In Blanck's
experience, videoconferencing has been most helpful when someone was trying
to explain the details of a design flaw or manufacturing problem to a dispersed
group. "In cases like this, it's a wonderful tool," she says.
"You can take a video camera and point it at the problem [area]. And people
around the world can actually see the problem, rather than just listen to someone
trying to describe it."
BE A GROWN-UP
When dispersed
groups of people are attempting to work together, even the best technology won't
eliminate misunderstandings from the process. When such problems occur, their
impact can be minimized by handling them in a mature manner. Unfortunately,
says Lipnack, many people take the opposite course, falling prey to immature
impulses.
Take the example
of a West Coast person who makes an appointment to call an East Coast colleague
at 10 a.m. on a particular day, but forgets that the two of them are in different
time zones. On the appointed day, 10 a.m. comes and goes for East without a
call from West. Instead of considering the possibility of a mistake, however,
East gets annoyed at West for standing him or her up. In cases like this, Lipnack
says, "we tend to jump to conclusions. That's where maturity comes
in. Be a grown-up and give people the benefit of the doubt."
Perhaps more important,
dispersed team members must trust each other. "Trust is the grease for
the process," Lipnack explains. "Once people trust each other, work
gets done more quickly."
To build trust,
Kwo recommends that dispersed development teams take advantage of occasions
when members are gathered in one place. "Spend time with the people you're
working with," she says. "Go out and do things together as a team.
This fosters the sense of team ownership of a project."
For managers, the
task is to create an environment in which workers trust each other enough to
be open and honest. "Every team member must feel good about sharing all
aspects of the design process," says Bill Evans, president of Bridge Design
Inc. (San Francisco), a contract design firm. "They should share successes
and progress, but they should also tell others about any [project] warts. They
shouldn't cover up problems."
To a large extent,
the corporate culture created by management determines whether or not team members
share information in a timely manner. "Some companies have a culture in
which it's acceptable to take risks and make mistakes," Evans says.
"Other companies don't, so there's a lot more covering up. And
that will eventually come home to roost."
PROJECT STRUCTURE
Besides creating
a culture of trust, management must structure the project in a manner suited
to a dispersed product development team. According to Mortimore, the structure
should "modularize" the various aspects of product development as
much as possible. When the various parts of the product technology are not sufficiently
modular, dispersed team members will have to be in constant communication in
order to carry on with their work.
On the other hand,
when the project is divided up properly "people can work at a distance
pretty much independently of each other," he says. Occasional communication
will then suffice to keep things moving along.
When devising the
structure for a product development project, managers should pay particular
attention to the boundaries between different parts of the project. "We've
run into [boundary] problems a few times," Kwo recalls. "We were responsible
for things up to a certain line, and our client was responsible for things beyond
the line. But nobody was handling the interface."
The lesson: someone
must be responsible for maintaining an interface between project areas. For
best results, Kwo believes that the designated person should have some knowledge
about the other group's field. For example, an engineer handling an interface
between the mechanical engineering and industrial design parts of the team should
know something about the designers' work.
Even with the right
structure, dispersed development teams can become disconnected over time. To
prevent this from happening, Blanck advises teams to establish a series of project
milestones and then celebrate when each is reached. As a milestone is achieved,
"let everyone know what's happening and thank them for their efforts
up to that point," she says. "This is a good way to pull people back
into the project."
HELP ON THE
WEB
Project Web sites
can also help hold dispersed teams together, says Lipnack, whose company, NetAge
Inc., sells software for creating Web sites that simulate real team rooms. In
each virtual team room, the purpose, goals, and results of a project are posted
on the "walls." The room also contains the most current project data,
the project timeline, and contact information for members of the group.
Bridge Design maintains
separate Web sites for all of the company's projects. The no-frills sites
include links that provide access to illustrations, videos, and other forms
of information about a project. The Web sites can also help product design teams
solicit feedback from potential users around the world. For example, various
user interfaces can be tried using simple software models. "Then, people
can let us know how they feel about each one, whether it meets their needs,
and what problems they see with it," Evans says.
Like Bridge Design,
Plexus creates Web sites for each of its many projects. Team members visiting
these sites can find information that is relevant to the project, such as
- A library of
all the information received from a customer.
- All deliverables—such
as schematics, specifications, and requirement documents—produced during
the project.
- Contact information
for everyone working on the project.
- An open issue
list (OIL). Developed by Plexus, the OIL is an automated action-item tracker.
Although communication is critical for any project, the ability to accurately
track progress and issues as they arise is equally important. The OIL was
intended to automate this function. During the project, people put items into
the OIL, and pull them out as necessary. The OIL provides "a complete
history of all the design conditions and issues that have been generated during
the course of the project," Castleberry says.
- A photo gallery.
Photos and images posted on the Web site can be an effective tool for enhancing
communication and promoting understanding among team members. "We can
post snapshots of the product or test setups if customers want to see them
virtually rather than come visit us," Castleberry says.
Dispersed development
teams need a common repository of project information, says Mortimore, whose
teams share data via a virtual private network for security purposes. "People
squirreling things away on their private PCs isn't a scalable business
model," he explains. "We have a shared repository so people know the
latest versions of the myriad pieces of software needed to build a particular
product."
In the development
of medical devices, it's particularly important to have a common repository
of project information, says Castleberry, whose company usually has 25 to 50
dispersed teams working on different projects. "We need to have a design
history file" for customers, he emphasizes. "But we want to have it
compiling as we go along so that at any given time, customers can audit our
work."
SOFTWARE TOOLS
Other tools for
dispersed teams include software packages designed to assist with product development.
For example, Resinate OEM, produced by Resinate Corp. (Andover, MA), provides
a database intended to help designers choose the best plastic materials for
medical devices, with less input from distant colleagues.
Resinate is intended
to fill knowledge or skill gaps in the design chain, according to Chris Poirier,
Resinate's senior vice president. "It reduces the number of people
who have to contribute to the design, and also reduces the contribution those
people have to make."
In the gee-whiz
technology realm, software combined with computers and other high-tech gear
may soon let a designer manipulate a virtual model while others in different
geographic locations look on. In California, a small company is refining a virtual-reality
system originally developed by the U.S. Army. The system enables designers at
various locations to gather in a virtual room. In this room, "when you
manipulate a virtual model, everyone sees it moving," explains Paul Mlyniec,
president of Digital Artforms Inc. (Los Gatos, CA). At the same time, the designers
can discuss the model on the telephone.
Mlyniec is working
on several versions of this system, called SmartScene. SmartScene makes virtual
models from data generated by CAD programs. The most elaborate version of the
system requires dispersed users to enter their own "caves": rooms
that surround them with screen projections of the virtual environment. But the
low-level configuration requires only a workstation and special pinch gloves
with trackers that monitor the gloves' position and enable wearers to interact
with virtual objects.
"If I reach
out and touch a virtual object, you'll see it light up," Mlyniec explains.
"Then if I pinch thumb to forefinger, the object is in my hand and I'll
see it move around on the screen. And when I unpinch, the object is frozen in
space again."
Later versions
of SmartScene use such accessories as 3-D glasses, head-mounted displays, and
large curved screens. Although collaborative versions of the product are still
unavailable, Mlyniec expects them to be ready in the near future.
Systems such as
SmartScene offer great promise; however, Evans cautions against pushing the
collaborative process to the cutting edge. "You have to keep it simple,"
he says. "The more elaborate you make a presentation, the more likely it
is to fail. The people at the other end might not be savvy enough to use it.
Or they might not have everything needed to use it. They might be in a remote
community where they don't have a high-speed [Internet] connection. But if you
use small, low-resolution images, people will be able to see them even if they
don't have a T1 line in their office."
This does not mean
that dispersed teams should avoid high-tech tools, says Evans. "Move with
the times and use state-of-the-art technology, but use it in its simplest and
most reliable form. Don't go to the bleeding edge, because that's where you
get cut," he says.
CONCLUSION
As companies spread
out geographically, so do their product development teams. Dispersed teams can
be problematic, but the problems shrink when teams adopt strategies that improve
communications, build trust, and establish an appropriate project structure.
Teams can also use the Web and various software-based tools to improve collaborative
work. Because high-tech tools can cause as many problems as they solve, however,
dispersed teams should proceed with caution when adopting advanced technology.
William Leventon
is a New Jersey–based freelance writer who frequently covers the medical
device and diagnostic industry.
Illustration by
Hannah Gal/Getty Images.
Copyright ©2002
Medical Device & Diagnostic Industry
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