Well then I guess I've been told. HA, I don't think this is a heated discussion by the way, it is just a miscommunication. I'm used to speaking with other designers so some of the terms I use may not be fully understood.
When I speak of a "problem" I'm not referring to something that has gone wrong,I'm referring to the problem the end user has that needs solving that is driving the product. In this case the problem is not the interface, the problem is the section commander needs information he can't get without exposing humans to danger. This problem is very easily defined, it has existed since the dawn of warfare. Every commander at every level wants more information, the solution is how we gather it and present it to the commander. The solution has to include as many possible aspects of the items use throughout it's life cycle.
An example I pointed out was the training cycle. The amount of time that can be dedicated to training the operator of the device (assuming the operator will not be the commander) will affect the interface and the capabilities of the MAV. 48th brought up the example of the 522 as a good interface (with which I wholeheartedly disagree, but that is another topic). If you compare the interface of the 522 with the 521 you can see that they are completely different. One is very simple with few input devices (switches, knobs) and few output devices (lights, beeps etc) beccause they are intended for different end users with different uses. The time available to train someone on the 521 is very short (i.e the battery goes in here), and the time available to fool around with it int he field menas the interface has to be as simple and straightforward as possible.
The point is to start from what the end user wants, not in terms of a physical project, but what he needs. In this case what the end user needs is the information that a MAV might provide, not the mav itself. Do you see the difference? Ther is a saying that when you have a hammer everything looks like a nail, I hope that the MAV requirement is being driven by a requirement at the pointy end rather than finding a problem to solve with a solution. What has to be defined is not the "device" but the need, or problem. The problem is that I need to make a plan and I can't see everything I need to see in order to make that plan. How can I see what I need to see? I can send a warm body out and look and report back, I can ask for overflights, I can look through a pair of binos etc. Those are all solutions of varying appropriateness/effectiveness, but they are not the problem. The problem is seeing what you can't see what you need to without risking human life. Defining the problem includes detailing what exactly needs to be seen and the context.
KevinB And A_Majoor nailed it when they said that they wanted to be able to point to a room and see what was in there. That is the root for the requirement summed up in one sentence. For the best results the trick is to think of the worst case scenario, inthis example you might add, at night, in winter, in a storm, under fire, etc etc etc. From there begins the process of detailing exactly what that would entail in loose terms. Here it might be that the craft has to be able to climb stairs, fit through doors, hover, land etc etc. These requirements would then determine what the craft would actually be and would also drive the interface. Is that more clear?
48th,
Our kit sucks for a number of reasons, one of which you have picked up on but it goes further. Feedback is rejected because the solution has already been "found" and the testers are looking for validation of their ideas rather than real feedback. Time money, effort, and reputation are all invested in a solution instead of defining hte problem which means the solution doesn't solve the real problem.
That is the reason why gov't projects take so long and are so expensive, they don't follow the design process. What tends to happen is they throw something together that doesn't address the users needs (or industry's needs) , which then has to be recycled, usuaslly after tooling has started. Additionally you have to remember that some people build their career around such projects.
I have to get back to work now, I'll add more later. Thanks for the discussion guys.