3.2. Digital System Features
During the characterization of the operational zone, it became evident that several system characteristics, or features, that would be critical to the design could not be expressed through the original features given by Altshuller. Many of the original characteristics pertain to digital systems and have resulted in the successful application of TRIZ to modern engineering. However, several features that are commonly considered during system engineering trade-off studies for digital systems are not a part of the original TRIZ matrix. The following are proposed as part of a useful and necessary extension of the characteristics, or features, of systems.
Availability
The simplest representation of availability is as a ratio of the expected value (E) of the uptime of a system to the aggregate of the expected values of up and down time:
Classification of availability is based on the span of time to which the availability refers and to the type of downtime used. Common classifications include instantaneous, mean, steady state, inherent, achieved, and operational.
Complexity of control
Complexity is determined by the number of integrated factors being dealt with simultaneously. When applied to the control of a system, it is the number and interrelations of the functions of a system that adjusts its operations as required.
Capacity
The highest rate at which information can be reliably transmitted over a communication channel is a measure of its capacity.
Efficiency
Efficiency is a measurable concept, quantitatively determined by the ratio of useful output to total input. It indicates the system’s ability to avoid waste of materials, energy, and time in operation.
Resource consumption
Resource intensity is a measure of the quantity of resources (e.g., time, energy, materials) needed for the completion of a process or activity.
Elegance
In general, elegance is unusual effectiveness, simplicity, and consistency of design. In engineering, a solution may be considered elegant if it uses a nonobvious method to produce a solution which is highly effective and simple. An elegant solution may solve multiple problems at once, especially problems not thought to be inter-related.
Security
Security is freedom from, or resilience against, potential harm (or other unwanted coercive change) from external forces. It refers to protection from hostile forces, but it has a wide range of application. Security also includes secrecy and containment of information when applied to digital system.
Scalability
Scalability a measure of the capability of a system, network, or process to handle a growing amount of work, or its potential to be enlarged to accommodate that growth.
Number of dependencies
In software engineering, coupling is the degree of interdependence between software modules. It is a measure of how closely connected two routines or modules are and indicates the strength of the relationships between modules. In digital systems, the number of dependencies can be measured as physical interdependence or as coupling. Low coupling is often a sign of a well-structured computer system and a good design.
Precision of output
Precision of output in a digital system is a measure of the numerical precision required, as higher precision requires more capacity in communication, storage, and display.
Precision of operation
Precision in operations is a measure of reproducibility. Variance can be introduced into systems through random numbers, varying levels of precision of calculations, and precision of inputs.
Latency
The time delay experienced by a system during data communication is its latency.
Fidelity of data
Fidelity refers to the degree to which a model or simulation reproduces the state and behavior of a real-world object, feature or condition. Fidelity is therefore a measure of the realism of a model or simulation, outputs of digital systems.
Throughput
In a digital system, the throughput is the maximum rate at which data can be processed.
Data rate
The speed with which data can be transmitted from one device to another. Data rates are often measured in megabits (million bits) or megabytes (million bytes) per second.
Mean time to repair
Mean time to repair (MTTR) is a basic measure of the maintainability of repairable items. It represents the average time required to repair a failed component or device. Expressed mathematically, the MTTR formula is the total maintenance time divided by the total number of maintenance actions over a specific period.
Mean time between failure
Mean time between failures (MTBF) is the predicted elapsed time between inherent failures of a mechanical or electronic system during normal system operation. MTBF can be calculated as the average time between failures of a system. The term is used for repairable systems, while mean time to failure (MTTF) denotes the expected time to failure for a nonrepairable system. The definition of MTBF depends on the definition of what is considered a failure for the system.
Useful life
Useful life is the estimated lifespan of any component of a digital system. Useful life may be impacted by dependencies between system components.
Memory capacity
The memory capacity is the maximum or minimum amount of memory a computer or hardware device can have, or the required amount of memory required to run a process or program.
Memory efficiency
This metric represents how efficiently the memory subsystem is used by the digital system. It is a component of algorithmic efficiency which can be thought of as analogous to engineering productivity for a repeating or continuous process.
Digital size
The size of a digital system can be measured in several ways but is often expressed as a measure of how much storage it consumes. Typically, storage size is expressed in units of measurement based on the byte.
Ecological impact
Ecological impact is the effect of system activities on living organisms and their nonliving environment. Digital systems have ecological impact through their power and cooling needs, as well as their component production and disposal.
3.3. Definition of the 40 System Principles Extended for Digital Systems
Each of the principles is defined below. While not recommended, this list can be consulted directly without use of the matrix. It is a source of innovative thought when used in this fashion but can be very time consuming. If using the matrix, the number preceding the principle corresponds with the contradiction matrix.
The definition of each of the principles has been extended to include a brief discussion of how this principle is manifest in digital systems. This research did not find a need to extend the list. Work is on-going in the extension of the contradiction matrix to accommodate these new features and relate them to the 40 principles.
Segmentation
Segmentation is the process of dividing a system into parts. Such a division permits the isolation of system properties. The divisions applied can be real or artificial, psychological, or physical. Isolation of the harmful properties into an individual segment allows such properties to be considered independently of the rest of the system. In addition, segmentation can alter system properties and introduce new properties.
Dividing an object into independent parts results in segmentation. Division of a means of transport into smaller and smaller independent parts (used to improve air flow) is an innovation that has been applied in improving the cooling of electronics [
36]. Segmentation has already been implemented within computer systems in transitioning from mainframes to personal computers. In software systems, this segmentation has been proposed to be the division into intelligent agents [
18]. In keeping with the true sense of division of parts, the application of segmentation to programming is done by object-oriented methods, or functional modularity. This type of segmentation is used in systems engineering to achieve decoupling between systems, to implement service-oriented architecture (SOA), and to develop a work breakdown structure.
Making an object sectional—easy to take apart and put together—was an innovation which resulted in “ready to assemble” furniture. When applied to software and systems, this approach invokes the principles of modular design. A third approach applies when an object is already segmented and requires increasing the degree of segmentation. In systems engineering, this is manifest by the definition of increasing levels of sub system definition.
Extraction (Separation)
In contrast to segmentation, extraction involves the removal of things from the system. Extraction requires the separation of useful or harmful parts or properties from the whole system. This allows what is needed, or conversely what is not needed, to be taken from the system. This can be achieved by extracting the cause of the undesirable property or function. In a computer system, extraction is represented in the identification and removal of bugs and in the correction of system failures. Similarly, extraction of the disturbing part or property from an object is seen in the development of an X-ray shield that has cut-outs in the shape of the lungs to better protect the parts of the body that do not need to be exposed. In a computer, the removal of heat is an extraction. In process improvement, extraction is achieved by the application of Lean principles [
37]. Extracting only the necessary part or property from an object is exemplified by the isolation of a signal from a noisy transmission; or, in the case of computer systems, the extraction of user interface components (monitors and keyboards) from the processing unit. Extraction can enable reuse and can be formalized through the development of patterns. It implies a refinement of the system.
Local Quality
Changing the characteristics of something in a specific area (location) to gain the desired functionality will, in turn, increase the quality in that area. Optimum functions can be achieved by varying interactions over time for various characteristics of the system. Improving local quality can improve efficiency. Such improvement can result from the transition of a homogeneous to a heterogeneous structure for the object or its environment. This may result in the use of a gradient as that being created to produce multistate memory [
38] which can replace binary memory for computer systems. Another recent transition from a homogeneous structure to a heterogeneous one is in the development of distributed computing platforms such as the cloud.
Local quality can also be achieved by having different parts of an object carry out different functions. Also referred to as specialization, this is observed in service-oriented architecture (SOA). In the mechanical world, this type of specialization may be exemplified by a pencil with an eraser at one end. To achieve optimum function, each part must be placed in conditions that favor it. Systems engineering is working to achieve local quality of systems through localization techniques. One such system that has automated this principle is self-positioning solar panels that can track the movement of the sun and reposition to optimize their energy producing ability.
Asymmetry
Asymmetry is the process of transitioning from isotropic to anisotropic or vice-versa. That is, a property invariant with respect to direction of measurement will transition to a property that differs according to the direction of measurement. Since engineers seem to have an unconscious bias towards symmetrical design [
4], changing symmetry will often result in new innovation.
Making something asymmetrical can be challenging, but it is accomplished in many solutions such as dynamic load balancing and resource allocation. In manufacturing, asymmetry in parts reduces errors in assembly [
39]. This exemplifies changing the shape of the object or system to suit external asymmetries. In computer and systems science, customization could result in this type of change.
Consolidation
Consolidation is the bringing together of functions, characteristics, parts of a system, or even separate systems into a relationship. Consolidation can create desirable, new or unique properties or outcomes. By consolidating homogeneous objects, processes, or objects destined for contiguous operations, a more precise workflow can result. These principles can be extended into data flows and other material and energy flows within a system. While consolidation implies colocation, it can also be done by making time homogeneous or making operations contiguous. This is demonstrated in the world of computer systems through synchronized processes, parallelization, and integration.
Universality
Universality addresses making a system more uniform and more comprehensive in its function. This universality can refer to a feature, an action or a condition of the system over space and/or time as well as the use of an object for different purposes. Additionally, universality can refer to the same requirement or use of different objects for the same purpose or result. To achieve this result, a system can be made more dynamic, with interchangeable elements, or the system can use adjustable features.
Patterns are derived by the recognition of universality. Allowing customization, patterns form the foundation for reuse. Objects can be adjusted by removing system elements, thereby allowing a single object to perform several different functions. In systems engineering, this is manifest in localization and multifunctional resources.
Matrioshka (Nested dolls)
Nesting is the quality of being made to fit closely, to fit together, or to fit one inside of another. Nesting optimizes space utilization and can be used to protect objects. Subassemblies can exhibit this quality. In computer science, this is most commonly referred to as encapsulation, in which data and functions are protected from “outside” influence. Wrappers are another common artifact of computer data processing systems. These wrappers allow ease of movement of information through a system that might reject the native form. Such wrappers are common in digital communications. In computer systems, nesting of objects is manifest in programming through multiple layers of abstraction and inheritance as well as programming in layered computer network architecture such as the OSI model. Modulation, where a message signal is conveyed inside another signal that can be physically transmitted, is a type of nesting.
Another perspective of nesting is that of an object passing through a void in another object, such as is common in a camera’s zoom lens. In computer network communication, the use of tunneling is an example of this type of nesting. Steganography, the hiding of information within digital images, can also be considered a special form of matrioshka.
Counterbalance (Counter-Weight)
The act of counterbalancing is compensation, or opposition, to bring into balance an environmental force. This can be achieved through a more uniform distribution, or it can be achieved by use of a contrary action or force to alleviate an effect. Floating is enabled by weight being countered by hydrodynamic forces; flying is enabled by aerodynamic lift. The encouragement with this principle is to examine the environment to find existing opposing forces that can be applied.
In systems engineering, this principle is manifest in distributed architectures where a more uniform distribution of resources is evident. Other environmental forces that require balancing in digital systems include power, space, cooling, bandwidth constraints, and network latency.
Preliminary Counteraction
Preliminary counteraction involves determining what might go wrong in advance and taking a counter action to eliminate, reduce, or prevent the occurrence of the undesirable effect. Counteraction can apply equally to functions, events, and conditions.
In systems engineering, determining what might go wrong is the foundation for risk management and for potential failure modes analysis. These analyses examine known failures, invent failures to expose weak points in a design, expose potentially dangerous conditions, and show the effect of (unanticipated) human interaction and exposure of the system to different sources of energy.
Several solutions seen in risk mitigation are applications of this principle. Throttling is a mechanism that can control a flow which could overwhelm the receiving system. RAID storage divides and duplicates information stored on a computer disk because of the assumption that there will be failures on the disk. Error-handling routines are programmed into systems anticipating user and system errors. Fail-overs are designed into systems as protection from component failure. These steps are all examples of preliminary counteraction.
Preliminary Action
This principle should not be confused with preliminary counteraction that requires an opposing action. The principle of preliminary action refers to the performance of an action earlier in time than the occurrence of another event. Preliminary action can be used to increase performance and safety, as well as to support correct actions and outcomes.
One way to implement this principle is by performing required changes to an object completely or partially in advance. This is an anticipatory application; as such, it is preventative maintenance. In computer systems, preliminary action can be implemented as preprocessing, prefetching, and caching of information. Another means of implementation is to place an object in a position that is in advance of the object’s need, so it can go into action from the most convenient location. Preliminary action is a critical part of lean manufacturing and process improvement and applies to any process that uses materials or information.
Cushion in Advance
Critical to this principal is the recognition that every system has some capacity for unreliability which cannot be eliminated. Cushioning the system in advance is a means to deal with types of unreliability that cannot be eliminated. In digital systems that includes uninterruptible power supplies to cushion against loss of power in critical systems, scheduled backups to safeguard data, timed releases to prevent blocking in resource access, as well as input handlers that eliminate error [
40].
Equipotentiality
There are three concepts that make up this principle and they can be used in combination or separately:
create uniform potential to achieve a system benefit.
create associations with the system to support equal potential.
establish contiguous relationships and associations.
The goal of this principal is to conduct the process spending a minimum amount of energy on auxiliary actions or functions. This is an integral part of lean manufacturing: eliminating undesirable or wasteful action. The environment, the structure of the object and the system can all be used in implementing this principle. Ultimately, the condition of the work is changed so that it will not require unnecessary movement such as lifting and lowering.
Digital systems have a few analogies to this principle. Networks are established to enable different pathways between nodes which then help to establish a uniform potential. Load balancing can help enforce that uniformity. Within a computer, memory swapping helps create uniformity in the access of information.
Inverse Action (Do It in Reverse)
This principle is focused on thinking of the opposite. In place of a direct action, the opposite action is implemented. For example, a moveable part may be made stationary or vice versa; or the object can be turned upside down or inside out. It is important to understand that there are two possibilities for reverse—one where there is nothing, and one where the opposite is taken. For example, action vs. no action is not the same as action vs. antiaction. A common manifestation of this principle is a treadmill where the walking person does not advance but instead the “ground” does so. In computer systems, sorting is approached in this fashion in databases where the indices can be inverted for faster search time.
Spherical-Shape (Spheroidality)
Spheroidality is achieved by replacing linear attributes with curved or spherical ones. This can be a change from linear to nonlinear, or it can be a change in a coordinate system (Cartesian to polar). Feedback can create a spherical path in a system.
Data input to computers has followed this principle and has moved from cards and linear tape to circular disks. Basic structuring of networks and information also show a shift from more linear arrangements (e.g., hierarchical) to more circular ones (e.g., graphs). Computer program processing has also gone from linear (procedural) code to nonlinear (event oriented). Circular buffering also demonstrates this principle.
Dynamization
This principle focuses on change and adaptability. A system, state, or property is made ephemeral, temporary, moveable, adaptive, flexible, or changeable. It is also possible to make similar changes in the environment as opposed to the object. The focus is to change characteristics of the object or environment to achieve optimal performance or action. One means of implementing this principle is to make the stationary and moveable dimensions interchangeable. It is also possible to divide the object into parts that can change their position relative to one another.
Computers have enabled a great deal of dynamism by moving print to digital media. Most recently, programs utilize dynamic load libraries and have dynamic cache, dynamic menus, and dynamic scaling. Dynamic scaling is one property of the principle of timesharing found in cloud computing.
Partial or Excessive Effect or Action
This principle deals with cases where 100% action is difficult or impossible to perform. Partial action results when fewer actions or less of an action is taken than would be required, and the results are dealt with. Excessive action results when more actions than are required are taken and the results are dealt with. The use of a different form, or a combination, of energy can be used in this principle. Approximations and estimations are examples of partial action. Perturbation analysis utilizes excessive action to change the state of a system.
Transition into Another Dimension
All dimensions are considered by this principle. Vertical to horizontal, straight or perpendicular to diagonal, two dimensional to three dimensional or to four dimensional are all transitions into new dimensions. These transitions can be applied multiple times and in either (or all) directions.
Computer memory caching can transition from a permanent (disk) to a temporary (RAM) dimension. Format changes, such as binary to hex, can also be considered dimensional changes. Disruptive technologies, developed outside of the normal technology strategy, can be in a different dimension. This change in dimension allows their undetected maturation. Computer-based visualization allows transition from two dimensions to three or four and beyond into augmented and virtual reality.
Mechanical Oscillations
This principle is concerned with the use of vibration or oscillation to involve a regular, periodic variation in value about a mean. Mechanical vibration requires understanding that a stable system is not always best and recognizes that there is a place for controlled instability or variation. Scheduling, queue handling, and randomness in systems demonstrate this principle. Full and complete utilization of the electromagnetic spectrum also utilizes this principle.
Periodic Action
Continuous actions can be made periodic by changing how the action is done. Variation can be introduced by changing the frequency or amplitude of the periodic action. Additionally, both uniform and random patterns can be applied to the frequency and amplitude to alter the periodicity of the action.
Some major examples of this principle are: burst-mode transmissions, batch processing, and image projection. In computer screens, the refresh frequency can be altered to suit the viewer’s requirements. In transmission of images, layers of the image are transmitted through bursts of data transmission providing an increasingly sharper image.
Uninterrupted Useful Action
Having a constant, continuous flow can eliminate system idleness and sometimes intermediate actions. This principle avoids starting and stopping an action as well as the elimination of nondynamic parts of a flow. It leads to balanced utilization and is also a part of lean manufacturing. In computer science, continuity of useful action can be extrapolated to the adage “don’t fix what isn’t broken” with regards to upgrading systems. A system with continuous, useful action should remain that way after being updated. On the other hand, the continuous action might not be of the system, but of the user of the system which would be the case with software. Hardware implementations provide continuous action by avoiding system restarts and by employing continuous refreshing and failover.
Rushing Through
This principle is useful when overcoming something that goes wrong at one given speed. The speed of the action can be increased to reduce or eliminate the bad effects. This is why running over hot coals does less damage to the soles of the feet than walking over them would.
There is no analogy to this in the digital systems domain.
Transform Damage into Use
The conversion of harm into benefit for a system requires a change in attitude. The system must be examined for wasted materials, energy, information, functions, space, time, etc. to find the harmful factors. Once identified, they can be dealt with. Combining two harmful factors can eliminate both; increasing the degree of harm can sometimes eliminate it completely. Often the waste can be converted into something that can be of use to another part of the object or system [
41]. The conversion of waste heat to power using a turbine is an example of this principle.
Feedback
Feedback is some output of a system that is used as a control mechanism for that system. This output can be a useful or a harmful output. If a system is already using feedback, the frequency or amplitude of the feedback can be altered, or new sources of feedback can be sought. A common application of this principle is a gas pump nozzle which senses the increasing pressure inside the tank to stop the flow of gasoline. In systems engineering, feedback is used as an improvement driver and incremental development of systems relies heavily on feedback.
Mediator
A mediator negotiates a temporary link between incompatible parties, functions, or conditions. It uses an intermediate carrier, a blocker or a process, and any of these can easily be removed once the link is no longer needed. Mediators exist at interfaces, and they can manifest themselves in many ways. In system and software engineering, interface engineering accomplishes mediation using wrappers, mappings, and middleware. Dedicated devices such as print servers also serve as mediators between computers and a printer and routers serve as mediators on a network.
Self Service
This principle refers to the ability of an object or system to process related functions in conjunction with its primary function. The object services itself, repairs itself, or carries out supplementary useful actions. One common application of self-service is a self-healing cutting surface. The self-service can be the result of physical, chemical, geometric, spatial, or temporal arrangement of actions or objects. It can overlap with feedback for timing and often makes use of excess or wasted material and energy.
A common computer example is the automated spelling and grammar checking (in a word processor) which is executed while the user is typing. Automatic detection and treatment for viruses and worms is also a type of self-service performed by a computer. Programs self-service through autoupdating, and clocks can self-synchronize. Computer viruses and worms are a special case of self-service through self-replication.
Copying
A copy is a replica of something that is used when the original itself is too valuable to be used. Utilizing a copy can allow adjustments in scale and material. Copies can be abstractions, images, dimensional models, or simulations. Computer emulators implement this principle by providing a copy of an operating system or environment. For example, approximately 10% of the Vatican library holdings have been digitized so that scholars may “examine” minute details on computer generated images of the originals. (According to the Vatican librarian, the ability to magnify any area of the digitized image has revealed an amazing quantity of information for scholars who would not otherwise be allowed to handle the original materials.) Computer viruses create multiple copies to achieve a broader distribution than would be possible without it.
Inexpensive Short-Life Object (Disposable)
Cheaper, simpler, or more disposable objects can be used to reduce cost, to increase convenience and to improve the service life of an object. Disposability often requires a change from complication to simplicity or the replacement of a high cost material with something of lower cost. Implementing this principle requires a tradeoff of one or more properties. A common example is that of temporary staffing or computer timesharing. System and software engineering uses this principle in the development of prototypes that can help improve the actual system being created.
Replacement of Mechanical System
This principle deals with the substitution of interactions, devices, mechanisms, and systems with physical fields or other forms, actions, and states. These substitutions change or replace the principle of operation. In systems where there is a human in the loop, the mechanical system can be replaced with a sensory system. A good example of an implementation of this principle is the development of voice recognition capabilities that are replacing the keyboard as an interface to a computer. The replacement of mechanical systems with digital systems, such as the replacement of the punched paper tape reader with a computer file system, has been taking place for many years.
Pneumatic or Hydraulic Construction
System properties that can be considered for replacement include compressibility, flow, turbulence, springiness, and energy absorption. This principle replaces a solid part of an object with gas or liquid (air or water commonly). Packing materials utilize this principle in the form of adjustable air bags and moldable forms. Data and information can be compressed for more rapid transmission. The energy absorption property of water is superior to that of air, and water has replaced air to cool microelectronics especially in large computers and data centers [
10].
Flexible Covers or Thin Films
Flexible membranes, covers, or thin films can replace traditional materials and isolate components, objects, or systems from their environment. These membranes can be layered to achieve the protection desired. In computer systems, middleware can be considered a thin film that separates the algorithms and display from the databases. Wrappers (for functions or data) can also be considered as thin films or flexible membranes. Graphical user interfaces are another example where the separation is between the “guts” of a program and the end user.
Porous Material
Materials (gasses, solids, and liquids) can be made more porous by creating voids. Such voids change the condition of the materials and increase their surface area. This principle can be utilized to increase air flow or achieve filtering. It should not be limited just to materials as it can be applied equally as well to space, time, fields, functions, and information. In digital transmissions, protocols often contain “reserved” fields that are unused (or empty) space. In the physical construction of a system, empty space is left for room to expand the system.
Changing the Color
A change in color of a system can enhance value or make it easier to detect change. It can also be used to improve measurement or improve visibility. In nature at least, the ability to change color can insure survival [
8]. As well, objects (or the environment) can be made translucent with this principle. State change or status can easily be represented by alteration of color, translucency, and or size. Graphical user interfaces for computers make excellent use of this principle.
Homogeneity
Homogeneity states that if two or more objects or substances interact, they should consist of the same material, energy, or information. These interactions can be through action, features, functions or objects. Creating homogeneity eliminates translation and transposition. Marginal homogeneity can also be employed where there are inconsequential differences between the objects or substances. In the digital domain, this principle can be implemented by combining functions that access the same data into a single application. In information science, this principle can be implemented through abstraction, and can also refer to the creation of a unified data model. In systems design, homogeneity is achieved by having all the components provided by the same source thereby eliminating the need for integration.
Rejecting and Regeneration (Discard and Renewal) of Parts
Rejecting is removing, discarding, dissolving, or evaporating, a part of an object or system that is no longer needed. Regeneration is the repair or restoration of a part so that it might be reused. An example of rejecting is a biodegradable packaging material. In computer programming, the process of garbage collection is a regeneration of computer memory. In databases, a transaction rollback implements both parts of this principle. In network communications, packet headers are handled according to this principle.
Transformation of Properties
Transforming or changing a property can accommodate useful benefits. The transformation can be to a physical state, a change in concentration or density, or a change in the degree of flexibility. Additionally, changes in geometry or configuration can be transformations. The use of parameters to dynamically customize a computer program supports this principle. In analytics, transformations such as the Fourier transform are used to decompose functions into other functions.
Phase Transition
Materials that change phase (gas to liquid, liquid to solid, solid to gas) can be used to implement an effect on an object or system. Phase transitions are accommodated by alteration of other properties of the material, alterations which include volume changes and altered heat capacity which can be captured for benefit to the system. A change from physical to digital can also be considered a phase transition and is exemplified by the transition from postal mail to electronic mail.
Thermal Expansion
This principle uses the conversion of heat energy into mechanical energy. In systems where there is a heat-induced change, the heat can be used to benefit the system, or it can be negated. The principle can be extended to other phenomena such as gravity, light, and pressure.
Strong Oxidants (Accelerated Oxidation)
The various states of oxygen can be leveraged as a catalyst for change, improving an action or function. Catalysts can be used to accelerate or decelerate an action and support optimization of functions. Application to the digital domain requires focusing on the catalytic function. An example is the format in which information is held. The format can obfuscate or facilitate use and understanding of the information. Visualization is another catalyst for understanding. Optimization of functions can be achieved in several ways in the digital environment.
Inert Media (Environment)
An inert environment is a neutral atmosphere or environment that supports a desired function. Implementation of this principle requires first the determination of what it is which is preventing the desired function and then requires the creation of the inert environment to protect or enable that function. A clean room is a good example of an inert environment. A test environment (harness) for system testing and a virtual sandbox are both examples of inert environments. In operational environments, this would be the removal of extraneous electromagnetic emissions from the environment of the system. This is often achieved through shielding.
Composite Materials
This principle is the opposite of homogeneity. It is the replacement of homogeneous materials with composites. Such a replacement often results in layering. The emerging process of mash-ups in the digital domain is an implementation of this principle. In systems engineering, the use of commodity hardware from a variety of sources to create a system creates a composite.