Putting Together a Matrix
At first glance it may appear that craftwork is simply the requirement of tangible
projects, and intellect work is the requirement of intangible projects. However,
a moment's thought will reveal the possibility of both tangible-intellect projects
as well as intangible-craft projects. This 2x2 matrix is shown in Figure
2. The following will provide greater clarity of the differences between
the resulting four types of project
Type of Work
in the Project
|
Intellect
|
Example:
Development of an all-new electric car
|
Example:
Development of a new theory
|
Craft
|
Example:
Detailing and construction of a building
|
Example:
Updating a procedures manual
|
|
|
Tangible
|
Intangible
|
|
|
Type of Product from the Project
|
Figure 2 - Basic 2x2 Project Classification
A. Tangible-Intellect Project
A tangible project involves the creation and assembly of a new piece of hardware
or other material product. It is something that has not been done before. It
is typically subject to 'linear logic', but requires iterations to achieve the
ultimate goal. These projects may be costly, and the resources required are not
very predictable. An example of the Tangible-Intellect project would be the development
of an all-new electric car.
B. Intangible-Intellect Project
An intangible-intellect project requires a non-repetitive creative effort to
develop new intellectual property, e.g. a new plan or piece of information. No
linear logic is involved, but iterations will be needed before satisfactory completion.
These projects are probably relatively less costly, but the resources are highly
unpredictable simply because brainwork is involved and they have never been done
before. An example of an Intangible-Intellect project would be the development
of a new theory, or the writing of a book.
C. Intangible-Craft Project
An intangible-craft project does involve the assembly of a physical entity,
but the value of the product is in its content, not the article itself. The project
likely involves copying and updating from a previous version. There should be
no need for iterations, as the previous version should provide the basis for
learning. Linear logic is not required and resource requirements are predictable.
Examples might be the conduct of the annual plant maintenance shutdown, or the
updating of the associated procedures manual.
D. Tangible-Craft Project
A tangible-craft project involves the creation of a physical artifact that
results from craftwork that is essentially repetitive in nature. The work is
subject to linear logic, and learning curves in the pursuit of satisfactory productivity
in the building of the artifact. These projects are usually costly, but the resources
are predictable and controllable.
Although mock-ups may be entertained to facilitate planning, iterations are
not required. In fact 'iterations' are viewed as unproductive and undesirable
're-work'. Examples of a Tangible-Craft project would be the detailing and construction
of a building, or the nominal changes to last year's gasoline car for this year's
'latest model'. Figure 3 summarizes these characteristics
for each type of project in the matrix.
Type of
Work
in the Project
|
Intellect
(Requires
education)
|
Characteristic:
- Not done before
- Subject to linear logic
- Requires iterations
- Resources less predictable
|
Characteristic:
- non-repetitive, first of its kind
- Creative effort
- Minimal repetition
- Resources unpredictable
- Exploratory
|
Result:
Development of new physical artifact
|
Result:
Development of new piece of intellectual property
|
Examples:
New invention, device; All-new "mouse-trap"; New product from R&D
|
Examples:
New book, poem, music, movie, etc: New algorithm, theory, idea; New technology
process; New software
|
Craft
(Requires
training)
|
Characteristic:
- Much repetitive effort
- Linear logic applies
- Learning curve effects
- Learn by doing
- Resources predictable
- Relatively high cost
involved
|
Characteristic:
- Based on previous model
- No iterations, only corrections
- Learn by repetition
- Physical format required
only for distribution
- Resources predictable
- Relatively low reproduction
cost
|
Result:
Typical physical artifact
|
Result:
Typical piece of intellectual property
|
Examples:
Typical new physical plant, infrastructure, or product, e.g. building; utility;
car; appliance
|
Examples:
Typical system, software upgrades, etc. Policies, procedures manual; Plan for
factory shut-down
|
|
|
Tangible
(Value is in the entity)
|
Intangible
(Value is in the content)
|
|
|
Type of Product from the Project
|
Figure 3 - Basic Project or Major Project Component Classification
|