Technology and information management
Brandon Lang
TIM 105
Prof. Desa
12/7/2018
Final Examination
|
Thursday |
Friday |
Saturday |
Sunday |
Monday |
Tuesday |
|
Midterm received in class and reviewed |
Work on question 1, create plan to address questions and begin structured problem solving process |
Work on question 2, review midterm material, begin working on question 3, review financial modeling homework |
Complete question 3, begin work on question 4, review product design material |
Finish question 4, begin work on question 5, reflect on quarter experiences |
Finish question 5, review final and submit materials |
1. Planning
Step 1 - Define the problem
Create a plan for addressing the final questions listed below to help with completing the exam successfully.
Step 2 – Create a plan for solving each sub-problem
· SP1: Create a list of tasks that need to be done to complete this exam
· SP2: Create a GANTT chart to schedule tasks
· SP3: Draw conclusions and develop guidelines to improve future strategies and implementation
Step 3 - Execute the plan
· SP1: Create a list of tasks that need to be done to complete this exam
1. Problem 1: Planning
a. GANTT chart (A)
b. Keep track of progress (B)
2. Problem 2: Product Development
a. Review Midterm question 3 (C)
b. Develop design process for development (D)
c. Dissect video game console (E)
d. Dissect VR headset (F)
e. Design video game sensor to track motion (G)
f. Develop design process for VR system (H)
g. Develop product platform and product lines for different market segments (I)
h. Develop FMEA for “serious gamer” and “realistic VR” market segments (J)
3. Problem 3: Financial Modeling
a. Produce NPV analyses for four years (K)
b. Find minimum value of unit sales price for the product that will result in a positive NPV by the end of the year 4 (L)
c. Show the trade-off law between NPV and unit sales prices (M)
d. Make recommendation of price that the software giant should charge for 1 unit (N)
e. Find expected NPV based off of the unit sales price that results in a positive NPV (O)
4. Problem 4: IT for Product Design & Development
a. Use the MDC Framework to develop a Product Design and Development Framework (P)
b. Design an IT system to automate steps of the framework (Q)
5. Problem 5: Conclusion
a. Reflect upon experiences of the past quarter and write down the lessons learned from the quarter (R)
· SP2: Create a GANTT chart to schedule tasks
· SP3: Draw conclusions and develop guidelines to improve future strategies and implementation
· Question 1 was completed on Friday
· Question 2 was started Friday and was completed Sunday
· Question 3 was started on Saturday and was completed Sunday
· Question 4 was started on Sunday and was completed on Monday
· Question 5 was started on Monday and completed on Tuesday
I did fairly well with keeping to my question start and completion schedule. It was challenging with balancing studying with my finals on Monday but I was able to do it in the end. Splitting up doing the questions on different days was the right choice for me as it allowed me to allocate time towards working on other finals. It would have been better if I had started the process earlier however, which would’ve allowed me to space out working on this a little more to allot more time for studying throughout the weekend and not getting stressed out.
Step 4 - Check your work (reflect on the results; discuss…)
1. Is your work correct in every detail?
Yes
2. Are my assumptions reasonable?
Yes
Step 5 – Learn and generalize
2. Product Development For a Virtual Reality Entertainment System
Step 1 - Define the problem
Acting as the manager of a new product development team, provide a written statement of a structured process to dissect a video game console, VR headset, and a video game motion tracking sensor. Implement the process and develop a product platform and line for serious gamers and for realistic VR experience and develop an FMEA for the serious gamer market.
Step 2 – Create a plan for solving each sub-problem
· SP1: Create a written statement for the structured process to dissect:
· Video game console
· VR headset
· Video game motion tracking sensor
· SP2: Develop the product platform and line for:
· Serious gamers
· Realistic VR experience
· SP3: Develop FMEA for the serious gamer
Step 3 - Execute the plan
· SP1: Create a written statement for the structured process to dissect:
· Video game console
· VR headset
· Video game motion tracking sensor
1. Conceptual Design Process
a. Establish customer needs and technical specifications using a House of Quality
b. Identify primary function of the product
c. Reverse engineer similar products
d. Create an abstract functional representation of the new product
e. Make a morphological matrix
f. Make a utility function
g. Select the concept with the highest cumulative utility
2. Product Platform and Product Line Strategy
a. Determine the underlying elements of the production platform
b. Segment the market based on competitive and market strategy, then prioritize each segment
c. Create a product platform strategy
d. Create a product line strategy
e. Create a product platform and line
3. FMEA
a. Rate the SOD functions and calculate the RPN
b. Create a table with subsystems and components
c. List actions to fix parts that have an RPN over the threshold
Conceptual Design Process
a. Establish customer needs and technical specifications using a House of Quality
Customer Needs for VR System
|
Customer Needs |
Importance |
|
Cost |
9/10 |
|
Good Visual Output |
10/10 |
|
Controls Quality |
6/10 |
|
Ease of Use |
7/10 |
|
Compact Size |
7/10 |
|
Game Lineup |
9/10 |
Technical Needs for VR System
|
Product Specifications |
Measurements |
Importance |
|
Storage Space |
MB |
10/10 |
|
Processor Speed |
MHz |
7/10 |
|
Graphics Card GPU |
Hz |
8/10 |
|
CPU Clock Speed |
Hz |
7/10 |
|
Resolution |
Pixels |
10/10 |
VR System HOQ:
b. Identify primary function of the product
Primary Function: To provide a realistic VR experience for gamers to provide quality entertainment.
c. Reverse Engineer Similar Products
Video Game Console: Nintendo 64
Using notes from my midterm, I will dissect the Nintendo 64.
Important Subsystems and Components relevant to Nintendo 64
|
System |
Nintendo 64 |
|
Subsystem |
· Console · Controller · Connecting Wires |
|
Components |
· CPU · Memory Storage · RAM · Power Supply · Video Output · Audio Output · Cartridge Port |
Analysis of Different Functions of Nintendo 64
|
Level |
Aspect |
Analysis |
|
System |
Nintendo 64 |
Device used as platform for providing virtual reality experience for video games |
|
Subsystem |
Console |
Physical system unit |
|
Subsystem |
Controller |
Tool used to provide user input to device |
|
Subsystem |
Connecting Wires |
Ports to power console |
|
Component |
CPU |
Acts as the “brain” of the console |
|
Component |
Memory Storage |
Store software and game progression |
|
Component |
RAM |
Console memory that can be accessed randomly |
|
Component |
Power Supply |
Provides energy for the console |
|
Component |
Video Output |
Port that allows for displaying game visuals |
|
Component |
Audio Output |
Port that allows for displaying game audio |
|
Component |
Cartridge Port |
Allows user to play games |
FAST Diagram for Nintendo 64
VR Headset: Oculus Rift
I will dissect the Oculus Rift.
Important Subsystems and Components relevant to Oculus Rift
|
System |
Oculus Rift |
|
Subsystem |
· Headset |
|
Components |
· CPU · Display · Speakers · Power Supply · Sensors |
Analysis of Different Functions of Oculus Rift
|
Level |
Aspect |
Analysis |
|
System |
Oculus Rift |
Device used to provide virtual reality experience for video games |
|
Subsystem |
Headset |
Physical system unit |
|
Subsystem |
CPU |
Acts as the “brain” of the headset |
|
Subsystem |
Display |
Shows visual output for VR experience |
|
Component |
Speakers |
Provides audio output for VR experience |
|
Component |
Power Supply |
Stores power for the headset |
|
Component |
Sensors |
Tracks headset movement |
FAST Diagram for Oculus Rift
d. Create an abstract functional representation of the new product
Create an abstract functional representation of the VR headset. Organize the main goals and purpose of the product with the appropriate components and sub functions.
Function Structure for VR Headset
e. Morphological Matrix
Using the information provided, I will create a Morphological Matrix
Function Structure for VR System
|
|
Solution Principle 1 |
Solution Principle 2 |
Solution Principle 3 |
Solution Principle 4 |
|
Sub Functions |
|
|
|
|
|
Display |
LCD |
OLED |
CRT |
LCos |
|
Audio |
Speakers |
Separate Headphones |
Attached Headphones |
Attached Earphones |
|
Graphics Processing |
AMD |
NVDA |
Intel |
|
|
Sensors |
Active Markers |
Passive Markers |
Motion Sensing |
|
Alternative Concepts
I will now use the morphological matrix for analyzing design options
1. Concept 1: The first design option includes and LCD screen, separate speakers for audio output, and AMD graphics card, and use active markers for its motion tracking. This makes the headset fairly cheap and light, but lacks quality.
|
|
Solution Principle 1 |
Solution Principle 2 |
Solution Principle 3 |
Solution Principle 4 |
|
Sub Functions |
|
|
|
|
|
Display |
LCD |
OLED |
CRT |
LCos |
|
Audio |
Speakers |
Separate Headphones |
Attached Headphones |
Attached Earphones |
|
Graphics Processing |
AMD |
NVDIA |
Intel |
|
|
Sensors |
Active Markers |
Passive Markers |
Motion Sensing |
|
Concept 1 Flow Chart
2. Concept 2: The second design option includes an OLED screen, is designed to allow the user to wear headphones for audio, uses an NVDIA graphics card, and passive markers for motion tracking. This design provides a good mix of quality and affordability as well as good ergonomics.
|
|
Solution Principle 1 |
Solution Principle 2 |
Solution Principle 3 |
Solution Principle 4 |
|
Sub Functions |
|
|
|
|
|
Display |
LCD |
OLED |
CRT |
LCos |
|
Audio |
Speakers |
Separate Headphones |
Attached Headphones |
Attached Earphones |
|
Graphics Processing |
AMD |
NVDIA |
Intel |
|
|
Sensors |
Active Markers |
Passive Markers |
Motion Sensing |
|
Concept 2 Flow Chart
3. Concept 3: The third design option includes an CRT screen, includes attached headphones on the headset for audio, uses an Intel graphics card, and uses a motion sensing camera for motion tracking. This design would be expensive but doesn’t provide very high performance relative to its cost.
|
|
Solution Principle 1 |
Solution Principle 2 |
Solution Principle 3 |
Solution Principle 4 |
|
Sub Functions |
|
|
|
|
|
Display |
LCD |
OLED |
CRT |
LCos |
|
Audio |
Speakers |
Separate Headphones |
Attached Headphones |
Attached Earphones |
|
Graphics Processing |
AMD |
NVDIA |
Intel |
|
|
Sensors |
Active Markers |
Passive Markers |
Motion Sensing |
|
Concept 3 Flow Chart
4. Concept 4: The fourth design option uses an LCos screen, includes attached earphones on the headset for audio, uses an AMD graphics card, and uses wires to allow for a tethered system for motion tracking. This design provides a fair mix of quality and ergonomics but may be more expensive.
|
|
Solution Principle 1 |
Solution Principle 2 |
Solution Principle 3 |
Solution Principle 4 |
|
Sub Functions |
|
|
|
|
|
Display |
LCD |
OLED |
CRT |
LCos |
|
Audio |
Speakers |
Separate Headphones |
Attached Headphones |
Attached Earphones |
|
Graphics Processing |
AMD |
NVDIA |
Intel |
|
|
Sensors |
Active Markers |
Passive Markers |
Motion Sensing |
Wired |
Concept 4 Flow Chart
f. Make a utility function
I will now create a Utility Function. I will use a set of criteria to analyze the results of the function including:
· Cost efficiency
· Functionality
· Quality
· User Friendliness
· Aesthetic Appeal
Weight Criteria for VR Helmet
|
Criteria |
Weight |
|
Cost Efficiency |
25% |
|
Functionality |
30% |
|
Quality |
20% |
|
User Friendliness |
15% |
|
Aesthetic Appeal |
10% |
|
Total |
100% |
Using this utility function, I can now begin the process for determining the best alternative for development.
Utility Analyses for VR Headset
|
Criteria |
Weight |
Concept 1 |
Concept 2 |
Concept 3 |
Concept 4 |
|
Cost Efficiency |
0.25 |
8 (8)*(0.25)=2 |
8 (8)*(0.25)=2 |
10 (10)*(0.25)=2.5 |
7 (7)*(0.25)=1.75 |
|
Functionality |
0.3 |
6 (6)*(0.3)=2 |
8 (8)*(0.3)=2.4 |
6 (6)*(0.3)=2 |
7 (7)*(0.3)=2.1 |
|
Quality |
0.2 |
6 (6)*(0.2)=1.2 |
7 (7)*(0.2)=1.4 |
5 (5)*(0.2)=1 |
8 (8)*(0.2)=1.6 |
|
User Friendliness |
0.15 |
7 (7)*(0.15)=1.05 |
8 (8)*(0.15)=1.2 |
6 (6)*(0.15)=0.9 |
8 (8)*(0.15)=1.2 |
|
Aesthetic Appeal |
0.1 |
5 (5)*(0.1)=0.5 |
7 (7)*(0.1)=0.7 |
4 (4)*(0.1)=0.4 |
7 (7)*(0.1)=0.7 |
|
Total Utility |
1.00 |
6.75 |
7.7 |
6.8 |
7.35 |
g. Select the concept with the highest cumulative utility
From the Utility Analyses, the best alternative concept can be chosen for development is be Concept 2. This was determined through comparing the weighted scores of each concept’s fulfillments of the criteria. This has led to Concept 2 being found to be the best alternative concept for development.
Product Platform and Product Line Strategy
a. Determine the underlying elements of the production platform
Core Elements: Screen, Sensors
Supporting Elements: Power Supply, GPU, CPU
b. Segment the market based on competitive and market strategy, then prioritize each segment
VR Headset Market Segments
|
Virtual Reality Entertainment System |
Casual User |
- Fairly Realistic VR Experience - Good Graphics - Adequate Performance |
|
|
Serious Gamers |
- Realistic VR Experience - Great Graphics - Great Performance |
|
|
Professional Users |
- Highly Realistic VR Experience - Top-Tier Graphics - High-End Performance |
c. Create a product platform strategy
Product Platform Strategy
|
Development Date |
Introduction Date |
Discontinue Date |
Product Platform |
|
2018 |
2019 |
2022 |
Casual User - Moderate Resolution - Moderate Framerate - Low Processing Power - Inexpensive |
|
2019 |
2020 |
TBD |
Serious Gamer - High Resolution - High Framerate - Moderate Processing power - Moderately Expensive |
|
2019 |
2021 |
TBD |
Professional User - High Resolution - High Framerate - High processing power - Very Expensive |
d. Create a product line Strategy
VR Headset Product Line Strategy
|
Time |
Core Technology/Platform |
Product Lines/Market Segments |
|
2019-2022 |
Casual User Headset |
Product designed for individual hobbyists who can use it for a broad range of purposes including education, travel, meditation, etc. |
|
2020-TBD |
Serious Gamer Headset |
Appeals to market segment that requires greater performance than casual market for video game related VR experiences which requires greater processing power. |
|
2021-TBD |
Professional User Headset |
Platform designed to appeal to professionals who require high-end processing for business applications such as prototyping through use of its interactive technology and graphical user interface. |
e. Create a product platform and line
Product Platform and Line
|
Segment |
2018 |
2019 |
2020 |
2021 |
2022 |
2023 |
|
Casual User |
|
|
|
|
|
|
|
Serious Gamers |
|
|
|
|
|
|
|
Professional Users |
|
|
|
|
|
|
FMEA
Develop a Failure Modes and Effects Analyses for the serious gamer. The FMEA will help to find if there are any possible failures with the system and determine ways to prevent it.
S = Severity of failure mode ranging 1-8 with 8 being most severe
O = Frequency of failure occurrence ranging 1-8 with 8 being most frequent
D = Ease of failure detection ranging from 1-8 with 8 being most difficult to detect
RPN = S*O*D
a. Create a table with subsystems and components
FMEA Table for VR Headset
|
Subsystem |
Failure |
S |
O |
D |
RPN |
Action |
|
Display |
Cracked |
7 |
3 |
2 |
42 |
Make the screen out of durable materials and replaceable |
|
Sensors |
Non-Detection |
4 |
2 |
4 |
28 |
Update software to improve detection algorithms |
|
CPU |
Overheating |
6 |
3 |
2 |
36 |
Use durable CPU components |
|
GPU |
Blurry Image |
5 |
1 |
4 |
20 |
Update software to remove glitches |
|
Power Supply |
Battery Life Diminishes |
3 |
2 |
4 |
24 |
Utilize components that last loner |
b. Rate the SOD functions and calculate the RPN
Subsystem RPN Ratings:
- Display: 42
- Sensors: 24
- CPU: 36
- GPU: 20
- Power Supply: 24
c. List actions to fix parts that have an RPN over the threshold
Critical Failure Modes:
1. The most notable critical failure is if the screen becomes broken as it is possible to break the screen if the headset is dropped or hit against something and doing so would ruin the VR experience that is intended by the headset. This can be avoided by making the screen out of durable materials and designing it to be easily replaceable.
2. The second most notable critical failure is the overheating of the CPU, as this both presents problems of causing rapid system degradation and safety issues. This problem can be alleviated by using durable components for the CPU and testing its rate of overheating through testing.
3. The third most notable critical failure is the sensors failing to detect the helmet movement, as failing to detect movement defeats the purpose of the system. This can be fixed through software updates to improve the helmet detection software.
Step 4 - Check your work (reflect on the results; discuss…)
1. Is your work correct in every detail?
Yes
2. Are my assumptions reasonable?
Yes
Step 5 – Learn and generalize
After working through this question and analyzing the various methods necessary to make a product successful in terms of meeting customer needs and technical specifications, I’ve improved my understanding of the detail and effort necessary to put into product design and launch execution. I have found it to be very important to match the needs and wants of the customer with the product’s technical specifications and how those specifications are able to stack up with those of competing products. There are different levels of detail and complication needed for designing products such as the VR headset which need to be clarified as much as possible, with the next step being to determine what the best option for development which provides the greatest value is. The entire process is strategic and should be well laid out to address various facets of design, development, and marketing.
3. Financial Modeling For the Virtual Reality Entertainment System
Step 1 - Define the problem
Model the impact of unit sales price on NPV by the end of year 4 of development, as well as
· The minimum value of the unit sales price for the product that will result in a positive NPV by the end of year 4
· The trade off law between NPV and unit sales price
· Make a recommendation for the software giant to charge to distributors per unit
· Expected NPV based on the recommendation
Step 2 – Create a plan for solving each sub-problem
· SP1: Perform a 4 year NPV analysis
· SP2: Find minimum value for the sales price that would result in a positive NPV
· SP3: Find the trade off law between NPV and unit sales price
· SP4: Make a recommendation for the software giant to charge to distributors per unit
· SP5: Find expected NPV based on the recommendation
Step 3 - Execute the plan
· SP1: Perform a 4 year NPV analysis
Input Parameters for Financial Model
· SP2: Find minimum value for the sales price that would result in a positive NPV
To find the minimum value of the unit sales price that will result in a positive NPV the NPV should be set to 0, with the value coming out to be roughly $42.55.
Base Case for 4 years
· SP3: Find the trade off law between NPV and unit sales price
Conduct Sensitivity Analyses on unit sales price:
-10% Sales Price
+10% Sales Price
-20% Sales Price
+20% Sales Price
-30% Sales Price
+30% Sales Price
Unit Sales Price Summary
|
Base Unit Sales Price, $ |
Change in Sales Price, % |
Sales Price |
NPV |
|
42.55 |
30% |
55.315 |
16515 |
|
42.55 |
20% |
51.06 |
11013 |
|
42.55 |
10% |
46.805 |
5512 |
|
42.55 |
0% |
42.55 |
0 |
|
42.55 |
-10% |
38.295 |
-5491 |
|
42.55 |
-20% |
34.04 |
-10992 |
|
42.55 |
-30% |
29.785 |
-16493 |
NPV vs Change in Unit Price
· SP4: Make a recommendation for the software giant to charge to distributors per unit
I would recommend to the software giant that the unit price should be around $100. This is because the VR entertainment system is a new technology that is still in its early stages, and is an idea that people still are getting interested in. This product will likely appeal to serious users such as gamers and even professionals that are interested in purchasing high end technology, and since this market is not currently very big it is important to keep the price fairly low, but also not super low so that a good profit can be made.
· SP5: Find expected NPV based on the recommendation
Using these scenario input parameters, the expected NPV of 4 years for my professional recommendation is $74,288.
Step 4 - Check your work (reflect on the results; discuss…)
1. Is your work correct in every detail?
Yes
2. Are my assumptions reasonable?
Yes
Step 5 – Learn and generalize
Completing a detailed question having to do with financial analyses such as this further expands my knowledge of the planning necessary for successfully bringing a product to market. There is a significant amount of forethought that must be used when deciding unit prices, as a even a slight change can have a large effect on a company.
4. Information Technology For Product Design and Development
Step 1 - Define the problem
Develop an IT system to support the design and development of the proposed VR system using a modified MDC framework.
Step 2 – Create a plan for solving each sub-problem
· SP1: Use the MDC Framework to develop a Product Design and Development Framework
· SP2: Design an IT system to automate steps of the framework
Step 3 - Execute the plan
· SP1: Use the MDC Framework to develop a Product Design and Development Framework
Management (M)
Performed Concurrently
1. Firm-Level Strategy: Analyze the industry landscape and then establish marketing, competitive, and technological strategy.
2. Business Goals: Establish the business goals of the company in terms of ROI, market share, and growth
3. Development Goals: Align development goals with strategies
4. Functional Maps: Create functional maps to visualize the evolution of the company from different angles, including product releases and strategies.
5. High-Level HOQ: Develop a comprehensive House of Quality to translate customer needs into product technical requirements.
Development (D)
Engineer Concurrently
1. Reverse Engineering: Dissect existing products that are similar to the proposed design using FAST diagrams.
2. Conceptual Design: Create a function structure for the product and a morphological matrix to design alternative concepts, using these concepts to make a utility function, weighing each option and choosing the one that presents the most utility.
3. Prototyping Strategy: Produce a prototype for the products based on previously determined information.
4. Product Architecture/Product Strategy: Create a technology and product platform for the target market segments.
5. FMEA: Perform a failure modes and effects analyses of the detailed design to analyze the possible failure states and how they can be avoided.
Commercialization (C)
1. Financial Model: Create a base case NPV financial model to find the potential payoffs from the development project. Use this analyses to analyze what kind of cash flow may be achieved and perform sensitivity analyses.
2. Product Release Map: Design a product release roadmap.
· SP2: Design an IT system to automate steps of the framework
An IT system that would be able to integrate and automate the MDC steps listed would save a significant amount of time. This system would have the functionality to automate financial modeling to make it quick and simple as the user could just input the needed parameters and then be able to see the results of the model instantly. This automation can be achieved through using a program or software that uses code and algorithms to quickly analyze the data input into the system to provide the user with results in an efficient manner, rather than requiring the usage of manual data entry and manipulation.
Step 4 - Check your work (reflect on the results; discuss…)
1. Is your work correct in every detail?
Yes
1. Are my assumptions reasonable?
Yes
Step 5 – Learn and generalize
Using the MDC framework reinstates the lesson how much planning and effort are necessary for successfully producing a product. This framework only covers aspects of product development and design on a fairly low detailed level, but in reality it is much more detailed and much more effort is necessary to create products that are able to be successful and compete with technologies already out in the market.
5. Conclusion
Step 1 - Define the problem
Reflect on the quarter and list out key lessons that I’ve learned in my experiences.
Step 2 – Create a plan for solving each sub-problem
· SP1: Review previous lessons, project phases, and assignments to find key lessons.
· SP2: List and explain a few key lessons from the course.
Step 3 - Execute the plan
· SP1: Review previous lessons, project phases, and assignments to find key lessons.
Reviewed materials. Examples of three key lessons that I’ve learned are:
1. Structured Problem Solving
2. Development
3. Teamwork
· SP2: List and explain a few key lessons from the course.
1. Structured Problem Solving
This course introduced me to structured problem solving. Although I’m familiar with the concept of SPC, this class introduced me to it as a practical methodology for solving questions. With the experience provided to me in doing the work in this class, I’m now able to tackle complicated questions in an efficient fashion. This will aid me in my future school work, professional career, and even personal projects.
2. Development Framework
Most of the development portion of the MDC framework is extremely useful and proved to be great for the work that I did throughout the course. The tools and skills I’ve learned for analyzing customer and market needs and figuring out how to translate them into product or service specifications has already proven useful to me in creating a new email subscription service for the start up I currently work for, Technomite Corp. I will be able to use these tools in a variety of capacities no matter what career path I go down.
3. Teamwork
Another skill that I was able to learn about and develop in taking this course was that of teamwork and collaboration. In tackling the large challenge that was the course project, my team and I were able to learn a lot from working with each other. We were able to learn about how best to organize with each other to work in tandem on various parts of our project, making it so that we could reach success efficiently and effectively. I even had fun while working with my group.
Step 4 - Check your work (reflect on the results; discuss…)
1. Is your work correct in every detail?
Yes
1. Are my assumptions reasonable?
Yes
Step 5 – Learn and generalize
I was able to learn a lot this quarter, and it has ultimately shown me the necessity of being able to manage project planning and understanding how to better solve problems. It was very tedious at times as there was a lot of work involved, but that work served to reinforce the lessons taught in lecture. Being able to tackle complicated problems using a structured framework is very useful in doing not only school work, but also professional work and encountering other problems that need solving in life.
Change in NPV ($) vs. Change in Sales Price (%)
0.3 0.2 0.1 0 -0.1 -0.2 -0.3 16514.556000499731 11013.22170486128 5511.8874092228361 0 -5490.7811820540655 -10992.115477692509 -16493.449773330969
Change in Sales Price (%)
Change in NPV ($)
600000
40000000
?
150
400000
2000000
10
Marketing & Support Cost ($/year)
Annual Discount Factor (%)
SCENARIO INPUT PARAMETERS
Sales & Production (units/year)
Develoment Cost (total $/year)
Unit Price ($/unit)
Unit Productions Cost ($/unit)
Ramp-Up Cost (total $/qtr)
Base Case
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue6382.56382.56382.56382.56382.56382.56382.56382.56382.56382.56382.5
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.042550.042550.042550.042550.042550.042550.042550.042550.042550.042550.04255
Period Cash Flow-10000-10000-10000-10200-70045704570457045704570457045704570457045704570
FV Year 1, r=10%-10000-9756-9518-9472-63440393941384537513659357034833398331532343155
Project NPV, $11
Base Case-10%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue5744.255744.255744.255744.255744.255744.255744.255744.255744.255744.255744.25
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.0382950.0382950.0382950.0382950.0382950.0382950.0382950.0382950.0382950.0382950.038295
Period Cash Flow-10000-10000-10000-10200-70039323932393239323932393239323932393239323932
FV Year 1, r=10%-10000-9756-9518-9472-63434753390330832273148307129972923285227832715
Project NPV, $-5491
Base Case10%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue7020.757020.757020.757020.757020.757020.757020.757020.757020.757020.757020.75
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.0468050.0468050.0468050.0468050.0468050.0468050.0468050.0468050.0468050.0468050.046805
Period Cash Flow-10000-10000-10000-10200-70052085208520852085208520852085208520852085208
FV Year 1, r=10%-10000-9756-9518-9472-63446034491438242754170406939693873377836863596
Project NPV, $5512
Base Case-20%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue51065106510651065106510651065106510651065106
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.034040.034040.034040.034040.034040.034040.034040.034040.034040.034040.03404
Period Cash Flow-10000-10000-10000-10200-70032943294329432943294329432943294329432943294
FV Year 1, r=10%-10000-9756-9518-9472-63429112840277127032637257325102449238923312274
Project NPV, $-10992
Base Case20%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue76597659765976597659765976597659765976597659
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.051060.051060.051060.051060.051060.051060.051060.051060.051060.051060.05106
Period Cash Flow-10000-10000-10000-10200-70058475847584758475847584758475847584758475847
FV Year 1, r=10%-10000-9756-9518-9472-63451675041491847984681456744564347424141384037
Project NPV, $11013
Base Case-30%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue4467.754467.754467.754467.754467.754467.754467.754467.754467.754467.754467.75
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.0297850.0297850.0297850.0297850.0297850.0297850.0297850.0297850.0297850.0297850.029785
Period Cash Flow-10000-10000-10000-10200-70026552655265526552655265526552655265526552655
FV Year 1, r=10%-10000-9756-9518-9472-63423472290223421792126207420241974192618791833
Project NPV, $-16493
Base Case30%
Year 1Year 2Year 3Year 4
Period12345678910111213141516
($ values in thousands)Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4Q1Q2Q3Q4
Develoment Cost-10000-10000-10000-10000
Ramp-Up Cost-200-200
Marketing & Support Cost-500-500-500-500-500-500-500-500-500-500-500-500
Production Cost-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313-1313
Production Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Production Cost-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875-0.00875
Sales Revenue8297.258297.258297.258297.258297.258297.258297.258297.258297.258297.258297.25
Sales Volume150000150000150000150000150000150000150000150000150000150000150000
Unit Price0.0553150.0553150.0553150.0553150.0553150.0553150.0553150.0553150.0553150.0553150.055315
Period Cash Flow-10000-10000-10000-10200-70064856485648564856485648564856485648564856485
FV Year 1, r=10%-10000-9756-9518-9472-63457325592545553225193506649424822470445894477
Project NPV, $16515
600000
40000000
100
150
400000
2000000
10
Marketing & Support Cost ($/year)
Annual Discount Factor (%)
SCENARIO INPUT PARAMETERS
Sales & Production (units/year)
Develoment Cost (total $/year)
Unit Price ($/unit)
Unit Productions Cost ($/unit)
Ramp-Up Cost (total $/qtr)
Planning
A
B
Product
Development
C
D
E
F
G
H
I
J
Financial Modeling
K
L
M
N
O
IT for Product Design
& Development
P
Q
Conclusion
R
DayFridaySaturdaySundayMondayTuesday