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s no longer in production, depending on the availability of a replacement sy <br>

stem. This problem is a significant concern on the Distributed example syste <br>

m. <br>

Design challenge: <br>

· Cost-effectively update old designs to incorporate new components. <br>

6. Business model <br>

The business models under which embedded systems are developed can vary as w <br>

idely as the applications themselves. Costs, cycle time, and the role of pro <br>

duct families are all crucial business issues that affect design decisions. <br>



6.1. Design vs. production costs <br>

Design costs, also called Non-Recurring Engineering costs (NRE), are of majo <br>

r importance when few of a particular embedded system are being built. Conve <br>

rsely, production costs are important in high-volume production. Embedded sy <br>

stems vary from single units to millions of units, and so span the range of <br>

tradeoffs between design versus production costs. <br>

At the low-volume end of the spectrum, CAD tools can help designers complete <br>

 their work with a minimum of effort. However, at the high-volume end of the <br>

 spectrum the designs may be simple enough and engineering cost such a small <br>

 fraction of total system cost that extensive hand-optimization is performed <br>

 in order to reduce production costs. <br>

CAD tools may be able to outperform an average engineer at all times, and a <br>

superior engineer on very large designs (because of the limits of human capa <br>

city to deal with complexity and repetition). However, in small designs some <br>

 embedded computer designers believe that a superior human engineer can outp <br>

erform CAD tools. In the Small system example a programmer squeezed software <br>

 into a few hundred bytes of memory by hand when the compiler produced overl <br>

y large output that needed more memory than was available. It can readily be <br>

 debated whether CAD tools or humans are "better" designers, but CAD tools f <br>

ace skepticism in areas that require extraordinary optimization for size, pe <br>

rformance, or cost. <br>

Design challenge: <br>



· Intelligently trade off design time versus production cost. <br>

6.2. Cycle time <br>

The cycle time between identification of a product opportunity and product d <br>

eployment (also called Time to Market) can be quite long for embedded system <br>

s. In many cases the electronics are not the driving force; instead, product <br>

 schedules are driven by concerns such as tooling for mechanical components <br>

and manufacturing process design. Superficially, this would seem to imply th <br>

at design time for the electronics is not an overriding concern, but this is <br>

 only partially true. <br>

Because the computer system may have the most malleable design, it may absor <br>

b the brunt of changes. For example, redesign of hardware was required on th <br>

e Mission Critical example system when it was found that additional sensors <br>

and actuators were needed to meet system performance goals. On the Small exa <br>

mple system, delays in making masked ROM changes in order to revise software <br>

 dominate concerns about modifications (and programmable memory is too expen <br>

sive). So, although the initial design is often not in the critical path to <br>

product deployment, redesign of the computer system may need to be done quic <br>

kly to resolve problems. <br>

Design challenge: <br>

· Rapid redesign to accommodate changing form factors, control algorithms, <br>

and functionality requirements. <br>

6.3. Product families <br>



In many cases embedded system designs are not unique, and there are a variet <br>

y of systems of various prices and capabilities forming a product family. To <br>

 the extent that system designers can reuse components, they lower the total <br>

 cost of all systems in the product family. <br>

However, there is a dynamic tension between overly general solutions that sa <br>

tisfy a large number of niche requirements, and specifically optimized desig <br>

ns for each point in a product family space. Also, there may be cases in whi <br>

ch contradictory requirements between similar systems prevent the use of a s <br>

ingle subsystem design. In the Mission Critical and Small examples different <br>

 customers require different interfaces between the embedded system and thei <br>

r equipment. In the Distributed example regulatory agencies impose different <br>

 safety-critical behavior requirements depending on the geographic area in w <br>

hich the system is deployed. <br>

Design challenge: <br>

· Customize designs while minimizing component variant proliferation. <br>

7. Design culture <br>

Design is a social activity as well as a technical activity. The design of d <br>

esktop computers, and CPUs in particular, has matured in terms of becoming m <br>

ore quantitative in recent years. With this new maturity has come an emphasi <br>

s on simulation and CAD tools to provide engineering tradeoffs based on accu <br>

rate performance and cost predictions. <br>

Computer designers venturing into the embedded arena must realize that their <br>



 culture (and the underlying tool infrastructure) are unlike what is commonl <br>

y practiced in some other engineering disciplines. But, because embedded sys <br>

tem design requires a confluence of engineering skills, successful computer <br>

designers and design methodologies must find a harmonious compromise with th <br>

e techniques and methodologies of other disciplines as well as company manag <br>

ement. Also, in many cases the engineers building embedded computer systems <br>

are not actually trained in computer engineering (or, perhaps not even elect <br>

rical engineering), and so are not attuned to the culture and methodologies <br>

of desktop computer design. <br>

7.1. Computer culture vs. other cultures <br>

A specific problem is that computer design tools have progressed to the poin <br>

t that many believe it is more cost-effective to do extensive simulation tha <br>

n build successive prototypes. However, in the mechanical arena much existin <br>

g practice strongly favors prototyping with less exhaustive up-front analysi <br>

s. Thus, it may be difficult to convince project managers (who may be applic <br>

ation area specialists rather than computer specialists) to spend limited ca <br>

pital budgets on CAD tools and defer the gratification of early prototype de <br>

velopment in favor of simulation. <br>

Design challenge: <br>

· Make simulation-based computer design accessible to non-specialists. <br>

7.2. Accounting for cost of engineering design <br>

One area of common concern is the effectiveness of using engineers in any de <br>



sign discipline. But, some computer design CAD tools are very expensive, and <br>

 in general organizations have difficulty trading off capital and tool costs <br>

 against engineering time. This means that computer designers may be deprive <br>

d of CAD tools that would reduce the total cost of designing a system. <br>

Also, in high-volume applications engineering costs can be relatively small <br>

when compared to production costs. Often, the number of engineers is fixed, <br>

and book-kept as a constant expense that is decoupled from the profitability <br>

 of any particular system design, as is the case in all four example systems <br>

. This can be referred to as the "Engineers Are Free" syndrome. But, while t <br>

he cost of engineering time may have a small impact on product costs, the un <br>

availability of enough engineers to do work on all the products being design <br>

ed can have a significant opportunity cost (which is, in general, unmeasured <br>

). <br>

Design challenge: <br>

· Improved productivity via using tools and methodologies may be better rec <br>

eived by managers if it is perceived to increase the number of products that <br>

 can be designed, rather than merely the efficiency of engineers on any give <br>

n product design effort. This is a subtle but, in practice, important distin <br>

ction. <br>

7.3. Inertia <br>

In general, the cost of change in an organization is high both in terms of m <br>

oney and organizational disruption. The computer industry can be thought of <br>



as being forced to change by inexorable exponential growth in hardware capab <br>

ilities. However, the impact of this growth seems to have been delayed in em <br>

bedded system development. In part this is because of the long time that ela <br>

pses between new technology introduction and wide-scale use in inexpensive s <br>

ystems. Thus, it may simply be that complex designs will force updated CAD t <br>

ools and design methodologies to be adopted for embedded systems in the near <br>

 future. <br>

On the other hand, the latest computer design technologies may not have been <br>

 adopted by many embedded system makers because they aren't necessary. Tool <br>

development that concentrates on the ability to handle millions of transisto <br>

rs may simply not be relevant to designers of systems using 4- and 8-bit mic <br>

roprocessors that constitute the bulk of the embedded CPU market. And, even <br>

if they are useful, the need for them may not be compelling enough to justif <br>

y the pain and up-front expense of change so long as older techniques work. <br>

That is not to say that new tools aren't needed, but rather that the force o <br>

f cultural inertia will only permit adoption of low-cost tools with signific <br>

ant advantages to the problem at hand. <br>

Design challenge: <br>

· Find/create design tools and methodologies that provide unique, compellin <br>

g advantages for embedded design. <br>

8. Conclusions <br>

Many embedded systems have requirements that differ significantly both in de <br>



tails and in scope from desktop computers. In particular, the demands of the <br>

 specific application and the interface with external equipment may dominate <br>

 the system design. Also, long life-cycles and in some cases extreme cost se <br>

nsitivity require more attention to optimization based on these goals rather <br>

 than maximizing the computational throughput. <br>

The business and cultural climates in many embedded system design situations <br>

 are such that traditional simulation-based computer design techniques may n <br>

ot be viable in their current form. Such methodologies may not be cost-effec <br>

tive given constraints on categories of expenditures, may not be seen as wor <br>

thwhile by non-computer-trained professionals, or may simply be solving the <br>

wrong problems. <br>

Recent interest in hardware/software codesign is a step in the right directi <br>

on, as it permits tradeoffs between hardware and software that are critical <br>

for more cost-effective embedded systems. However, to be successful future t <br>

ools may well need to increase scope even further to include life-cycle issu <br>

es and business issues. <br>

The tutorial slide presentation presented at the conference augments this pa <br>

per, and may be found at: http://www.cs.cmu.edu/~koopman/iccd96 <br>

  <br>

-- <br>

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