[Ground-station] Seems pertinent to the "We should do satellites" discussion

Steve Stroh steve.stroh at gmail.com
Fri May 4 11:30:32 PDT 2018


As seen on the Hacker News RSS feed...

http://spacecraft.ssl.umd.edu/akins_laws.html

Akin's Laws of Spacecraft Design*

1. Engineering is done with numbers. Analysis without numbers is only an
opinion.

2. To design a spacecraft right takes an infinite amount of effort. This is
why it's a good idea to design them to operate when some things are wrong .

3. Design is an iterative process. The necessary number of iterations is
one more than the number you have currently done. This is true at any point
in time.

4. Your best design efforts will inevitably wind up being useless in the
final design. Learn to live with the disappointment.

5. (Miller's Law) Three points determine a curve.

6. (Mar's Law) Everything is linear if plotted log-log with a fat magic
marker.

7. At the start of any design effort, the person who most wants to be team
leader is least likely to be capable of it.

8. In nature, the optimum is almost always in the middle somewhere.
Distrust assertions that the optimum is at an extreme point.

9. Not having all the information you need is never a satisfactory excuse
for not starting the analysis.

10. When in doubt, estimate. In an emergency, guess. But be sure to go back
and clean up the mess when the real numbers come along.

11. Sometimes, the fastest way to get to the end is to throw everything out
and start over.

12. There is never a single right solution. There are always multiple wrong
ones, though.

13. Design is based on requirements. There's no justification for designing
something one bit "better" than the requirements dictate.

14. (Edison's Law) "Better" is the enemy of "good".

15. (Shea's Law) The ability to improve a design occurs primarily at the
interfaces. This is also the prime location for screwing it up.

16. The previous people who did a similar analysis did not have a direct
pipeline to the wisdom of the ages. There is therefore no reason to believe
their analysis over yours. There is especially no reason to present their
analysis as yours.

17. The fact that an analysis appears in print has no relationship to the
likelihood of its being correct.

18. Past experience is excellent for providing a reality check. Too much
reality can doom an otherwise worthwhile design, though.

19. The odds are greatly against you being immensely smarter than everyone
else in the field. If your analysis says your terminal velocity is twice
the speed of light, you may have invented warp drive, but the chances are a
lot better that you've screwed up.

20. A bad design with a good presentation is doomed eventually. A good
design with a bad presentation is doomed immediately.

21. (Larrabee's Law) Half of everything you hear in a classroom is crap.
Education is figuring out which half is which.

22. When in doubt, document. (Documentation requirements will reach a
maximum shortly after the termination of a program.)

23. The schedule you develop will seem like a complete work of fiction up
until the time your customer fires you for not meeting it.

24. It's called a "Work Breakdown Structure" because the Work remaining
will grow until you have a Breakdown, unless you enforce some Structure on
it.

25. (Bowden's Law) Following a testing failure, it's always possible to
refine the analysis to show that you really had negative margins all along.

26. (Montemerlo's Law) Don't do nuthin' dumb.

27. (Varsi's Law) Schedules only move in one direction.

28. (Ranger's Law) There ain't no such thing as a free launch.

29. (von Tiesenhausen's Law of Program Management) To get an accurate
estimate of final program requirements, multiply the initial time estimates
by pi, and slide the decimal point on the cost estimates one place to the
right.

30. (von Tiesenhausen's Law of Engineering Design) If you want to have a
maximum effect on the design of a new engineering system, learn to draw.
Engineers always wind up designing the vehicle to look like the initial
artist's concept.

31. (Mo's Law of Evolutionary Development) You can't get to the moon by
climbing successively taller trees.

32. (Atkin's Law of Demonstrations) When the hardware is working perfectly,
the really important visitors don't show up.

33. (Patton's Law of Program Planning) A good plan violently executed now
is better than a perfect plan next week.

34. (Roosevelt's Law of Task Planning) Do what you can, where you are, with
what you have.

35. (de Saint-Exupery's Law of Design) A designer knows that he has
achieved perfection not when there is nothing left to add, but when there
is nothing left to take away.

36. Any run-of-the-mill engineer can design something which is elegant. A
good engineer designs systems to be efficient. A great engineer designs
them to be effective.

37. (Henshaw's Law) One key to success in a mission is establishing clear
lines of blame.

38. Capabilities drive requirements, regardless of what the systems
engineering textbooks say.

39. Any exploration program which "just happens" to include a new launch
vehicle is, de facto, a launch vehicle program.

39. (alternate formulation) The three keys to keeping a new human space
program affordable and on schedule:
        1)  No new launch vehicles.
        2)  No new launch vehicles.
        3)  Whatever you do, don't develop any new launch vehicles.

40. (McBryan's Law) You can't make it better until you make it work.

41. There's never enough time to do it right, but somehow, there's always
enough time to do it over.

42. Space is a completely unforgiving environment. If you screw up the
engineering, somebody dies (and there's no partial credit because most of
the analysis was right...)

*I've been involved in spacecraft and space systems design and development
for my entire career, including teaching the senior-level capstone
spacecraft design course, for ten years at MIT and now at the University of
Maryland for more than two decades. These are some bits of wisdom that I
have gleaned during that time, some by picking up on the experience of
others, but mostly by screwing up myself. I originally wrote these up and
handed them out to my senior design class, as a strong hint on how best to
survive my design experience. Months later, I get a phone call from a
friend in California complimenting me on the Laws, which he saw on a
"joke-of-the-day" listserve. Since then, I'm aware of half a dozen sites
around the world that present various editions of the Laws, and even one
site which has converted them (without attribution, of course) to the Laws
of Certified Public Accounting. (Don't ask...) Anyone is welcome to link to
these, use them, post them, send me suggestions of additional laws, but I
do maintain that this is the canonical set of Akin's Laws...


-- 
Steve Stroh (personal / general): stevestroh at gmail.com




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