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    Toward Quantifiable Evidence of Excess’ Value Using Personal Gaming Desktops

    Source: Journal of Mechanical Design:;2021:;volume( 143 ):;issue: 003::page 031712-1
    Author:
    Long, Daniel
    ,
    Morkos, Beshoy
    ,
    Ferguson, Scott
    DOI: 10.1115/1.4049520
    Publisher: The American Society of Mechanical Engineers (ASME)
    Abstract: Complex systems may operate in scenarios where the current requirements were “unknown” at the time of their original design. Such “unknown” requirements might be outside the probability distribution expected during the design phase or, more drastically, might not have been predicted. Yet, not meeting these “unknown” requirements can significantly reduce system value. Engineering design researchers have begun addressing this challenge by exploring how incorporating margins when the system is being designed—a form of strategic inefficiency—might increase a system’s total lifetime value by reducing sensitivity to requirement changes and truncating change propagation. Quantitatively studying excess margin beyond what is required for known uncertainties has been particularly challenging as information is needed about how requirements change, how system performance is impacted by requirement changes, and how components are priced. A quantitative study around excess using 20 years of data for desktop computers, video game consoles, and video games is developed. Evidence is provided that excess can improve end-user system value when future requirements are unknown. This paper also advances the notion of strategic excess (excess incorporated in a single component), showing as one example that excess RAM would have improved system performance by 14% (on average) for 7% of total system cost. In demonstrating the value of excess, we strengthen the argument that engineers (and end-users) should embrace strategic inefficiencies—even though they might never be used—and further study the implications of system architecture and module interfaces decisions.
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      Toward Quantifiable Evidence of Excess’ Value Using Personal Gaming Desktops

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    contributor authorLong, Daniel
    contributor authorMorkos, Beshoy
    contributor authorFerguson, Scott
    date accessioned2022-02-05T21:45:47Z
    date available2022-02-05T21:45:47Z
    date copyright1/27/2021 12:00:00 AM
    date issued2021
    identifier issn1050-0472
    identifier othermd_143_3_031712.pdf
    identifier urihttp://yetl.yabesh.ir/yetl1/handle/yetl/4276289
    description abstractComplex systems may operate in scenarios where the current requirements were “unknown” at the time of their original design. Such “unknown” requirements might be outside the probability distribution expected during the design phase or, more drastically, might not have been predicted. Yet, not meeting these “unknown” requirements can significantly reduce system value. Engineering design researchers have begun addressing this challenge by exploring how incorporating margins when the system is being designed—a form of strategic inefficiency—might increase a system’s total lifetime value by reducing sensitivity to requirement changes and truncating change propagation. Quantitatively studying excess margin beyond what is required for known uncertainties has been particularly challenging as information is needed about how requirements change, how system performance is impacted by requirement changes, and how components are priced. A quantitative study around excess using 20 years of data for desktop computers, video game consoles, and video games is developed. Evidence is provided that excess can improve end-user system value when future requirements are unknown. This paper also advances the notion of strategic excess (excess incorporated in a single component), showing as one example that excess RAM would have improved system performance by 14% (on average) for 7% of total system cost. In demonstrating the value of excess, we strengthen the argument that engineers (and end-users) should embrace strategic inefficiencies—even though they might never be used—and further study the implications of system architecture and module interfaces decisions.
    publisherThe American Society of Mechanical Engineers (ASME)
    titleToward Quantifiable Evidence of Excess’ Value Using Personal Gaming Desktops
    typeJournal Paper
    journal volume143
    journal issue3
    journal titleJournal of Mechanical Design
    identifier doi10.1115/1.4049520
    journal fristpage031712-1
    journal lastpage031712-13
    page13
    treeJournal of Mechanical Design:;2021:;volume( 143 ):;issue: 003
    contenttypeFulltext
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