1.1.1: Design as a ProcessAll types of engineers have common ways to solve problems including communication, teamwork, and an iterative design process. The sprecific process we use is located to the right and the presentation associated is linked in the picture below.
|
Design Process Steps Defined
1. Define the Problem- its important that it is actually a problem for someone, then we have to find the prior solutions and determine whether the problem is worth solving
2. Generate Concepts- this can also be called brainstorming, during this phase there are no right/wrong/good/bad ideas, the goal is to generate as many ideas as possible
Steps 3, 4 and 5 typically overlap
3. Develop Solution- create a detailed design solution and justify the solution path
4. Construct and Test- construct a testable prototype, test the prototype, then collect and analyze test data
5. Evaluate Solution- determine if the solution is effective, reflect on the design, and recommend improvements
6. Present Solution- document your project and communicate the project to others
2. Generate Concepts- this can also be called brainstorming, during this phase there are no right/wrong/good/bad ideas, the goal is to generate as many ideas as possible
Steps 3, 4 and 5 typically overlap
3. Develop Solution- create a detailed design solution and justify the solution path
4. Construct and Test- construct a testable prototype, test the prototype, then collect and analyze test data
5. Evaluate Solution- determine if the solution is effective, reflect on the design, and recommend improvements
6. Present Solution- document your project and communicate the project to others
Design Process Deliverables
Click the buttons below to see an example of each type of deliverable (thing to turn in)
Instant Challenge: Block Launcher |
1.1.2: Iterate and Redesign
Instant Challenge: Block Launcher REDESIGN
Goal: Using only the materials provided, design and build a device to launch a small wood block as far as possible.
Timeline: 15 minutes: Brainstorm as many ideas for your device as possible, devise a solution, document the solution in writing or as a graphical representation with a drawing 15 minutes: Build your device and make any changes to your original idea as necessary 5 minutes: Test your device and record the distance traveled by the wood block to the nearest inch for at least 10 attempts. 30 seconds: Your team will describe the features of your launch device and make ONE attempt to demonstrate a launch. |
|
1.1.3: Concept Sketching
"Guidelines" For Choosing Best Front View
-Fewest hidden lines (MOST IMPORTANT "Guideline") -Most natural position or use -Shows best shape and characteristic contours (important features, lines, curves, etc...) -Longest dimensions These are called "Guidelines" because it is rare to be able to follow all of these as if they are rules. Fewest hidden lines is often the most important rule, but there are times when the view with no hidden lines is a terrible position and you have to choose a better natural position and just settle for having a few hidden lines. |
1.1.4: Targeting Success Using Data
Click on the picture to the right to go to a Google Slideshow that walks students through a project in which they learn about precision and accuracy while also creating a game.
This is a challenging project, but it combines engineering and math concepts that are important for students to know. Precision - how close your data is to each other Accuracy - how close your data is to the accepted, or correct, value |