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Final Review Ied

The document discusses the design process and various design principles and techniques including defining problems and criteria, brainstorming, prototyping, usability, aesthetics, costs and benefits, scaling, and more. It provides explanations and examples of each concept to help with the design process.

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0% found this document useful (0 votes)
23 views103 pages

Final Review Ied

The document discusses the design process and various design principles and techniques including defining problems and criteria, brainstorming, prototyping, usability, aesthetics, costs and benefits, scaling, and more. It provides explanations and examples of each concept to help with the design process.

Uploaded by

5wm7qvzx7b
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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IED Review

2022-23

In no particular order…
Design Process
1. Define Problem
2. Generate Concepts
3. Develop Solution
4. Construct & Test
5. Evaluate Solution
6. Present Solution
1. Define
Problem

Design Process (old) Problem


Valid &
N
Justifiable?
Y
2. Generate
Concepts
Product

Needed
N Scientific
Innovation

Technology Research
Exists? Needed
Y

3. Develop
A Solution

N 6. Present
Is Solution Solution
Valid?

Y
4. Y
N Solution
Construct & Solves
Test Problem?
Prototype

Is Prototype
N
5. Evaluate
Valid?
Solution
Y
Design Brief
• Written plan that identifies a problem to be
solved, its criteria, and its constraints
• What purpose(s) will their creation serve?
• What problem(s) will their creation
address?
Criteria
A means of judging. A standard, rule, or test by which something can
be judged.

What you need to succeed to call the project a WIN

Needs to be MEASUREABLE
Design Criteria
Constraint
A means of judging. A standard, rule, or test by which something can
be judged. Limitation.

Something that you cannot have in your final design, or it is a FAIL

Could be budget, codes, safety, weight, color, etc….


Problem Statement
• A clear description of the problem allows you to focus your efforts
and avoid wasting time working on a design that does not address the
issue at hand

• Clear problem statements provide information to determine whether


a design is successful—does it actually solve the problem?

• A clear and concise identification and description of the design


problem or opportunity.
Human Centered Design
Brainstorming
• Technique for solving problems, generating ideas, and stimulating
creative thinking
• Completed individually or in groups, structured or free form, and
timed or untimed
• Collecting ideas without regard to feasibility and without criticism
• Techniques include:
• Forced Association: Push 2 unrelated items together
• SCAMMPERR: See next slide
• Mind Mapping: See next next slide
SCAMMPERR
Brainstorm technique

Also improvement technique


Mind Mapping
• Graphical representation to brainstorm

• Arrange ideas around branches off main


idea

• More branches off other ideas, etc…


Decision Matrix (DECMAT)
A tool used to compare design solutions against one another using
specific criteria
Occam’s Razor:

Usually, the simplest solution is the right one


KISS
Experimental Design
• Scientific Method, mostly

• May be required to complete design


process

• Questions may need answering prior


to advancing
Metacognition
• Mental process that learners use to understand
and monitor their own thinking

• Understand how you approach learning &


better prepared to :
• Self-reflect
• Shift your strategy
• Succeed in your task/understanding
Accuracy vs Precision
80/20 Rule (Pareto Principle)
• The 80/20 rule states approximately 80 percent of the effects generated by
any large system are caused by 20 percent of the variables in that system

• Observed in all large systems, including those in economics, management,


user-interface design, quality control, and engineering

• All elements in a design are not created equal

• Use to assess the value of elements, identify areas for redesign and
optimization, and assign resources
Mnemonic Device
• Something to help you remember stuff

• PEMDAS
• Please Excuse My Dear Aunt Sally

• SOH CAH TOA


Prototype
• Prototyping is the creation of simple, sometimes incomplete, models
or mock-ups of a design

• Learn, visualize, evaluate, and test before delivery

• Basic prototypes: concept, throw-away, and evolutionary


• Concept prototypes, such as a concept sketch, to develop preliminary ideas
• Throwaway prototypes to explore and test design functionalities and
performance
• Evolutionary prototyping when design requirements are not clear or are
changing

• Always schedule time for iteration and evaluation of prototypes


Satisficing (like sacrificing) see also: Good ‘Nuff
Satisficing means the best design decision is not always the optimal design
decision. The success of a design might be better served by decisions that
roughly satisfy, rather than optimally satisfy, design requirements.

Determining when ‘satisfactory is best’ requires accurate knowledge of the


design requirements, as well as accurate knowledge of the value perceptions
of the users.

Consider satisficing when:


• Problems are complex with many unknowns.
• Problems need to be solved within a narrow time frame.
• Developing design criteria and constraints.

Generally: do not accept satisficed solutions that are less than previous or
existing solutions.
Scaling Fallacy
This Universal Principle of Design states that often designs that work at one
scale do not work at smaller or larger scales.
Load and interaction scaling assumptions can result in scaling errors.
• Load assumptions can lead to errors when you assume that working stresses will
be the same when a design scale changes.
• Interaction assumptions can lead to errors when you assume that the way people
and other systems interact with the design will be the same when the scale
changes.
You can minimize scaling assumptions in design by testing assumptions and
researching comparable designs.
If you are unable to verify scaling effects, use a safety factor in the design.
If it takes 1.5 hours to take a Regent’s Exam, you should be able to take 16
Exams in a day, 112 exams in a week, 448 in a month... Is that realistic?
Aesthetic/Usability Effect
• Experimental research confirms that many people perceive more aesthetic designs to
be easier to use than less aesthetic designs, and more aesthetic designs inspire a
positive attitude toward the product. In fact, even if a product is more usable than
another more attractive design, the user may prefer the more attractive design and
overlook functional or performance issues (see Nike, iPhone).
• First visual impressions can influence perceptions of quality and usability for a long
time.

• Strive to create a good first visual impression of a design. Strategically use visual
design elements and principles to create an aesthetic design that will appeal to the
target market.

• Can you think of a product that you love even though it may not work perfectly? Why
do you love it?
Anthropomorphism
• Anthropomorphism is the preference for things that appear humanlike or
exhibit humanlike characteristics.

• This tendency, when applied to design, is a proven way to grab attention


and form a relationship with consumers based on emotions.

• Use abstract forms and patterns instead of realistic, because realistic forms
decrease interest. Use round forms to trigger babylike associations and
angular forms to associate with masculine or aggressive associations.
Cost Benefit
• From a business perspective, the cost-benefit principle is used to assess the financial
return of a product or new features to an existing product.

• In general, the financial benefit of the product must outweigh the cost of producing it.

• Organizations often develop a cost-benefit analysis to help make important decisions. A


cost-benefit analysis is an important concept in project management and is often used
to compare alternate project options before a project is approved.

• Cost can be measured by the monetary cost, but cost can also be measured in many
other ways by a user (such as time, frustration, maintenance requirements, physical
effort, and so on).

• If the personal costs associated with using a design or product outweigh the benefits,
the user perceives the design as poor. If the benefits outweigh the costs, the design is
considered to be worth the cost.
Factor of Safety
Design requires dealing with unknowns.

Factors of safety are used to offset the potential effects of these


unknowns.

To apply a factor of safety, add materials and/or components to the


system to make the design exceed the specifications that are believed
to be necessary to meet the design requirements.
Form Follows Function
• This Universal Principle of Design is derived from a writing by architect
Louis Sullivan, stating that, in nature, “form ever follows function.”
• Form follows function can be interpreted in two ways:
• Beauty results when function is served (descriptive)
• Functional considerations should take precedence over aesthetic considerations
(prescriptive)
• The descriptive interpretation means that beauty arises from purity of
function. The prescriptive interpretation means that designers should first
focus on function, then form.

• This principle is controversial. Many designers, including the famous


architect Frank Lloyd Wright, believe that there should be unity of form and
function—the two should be considered simultaneously. While form
follows function does not always apply, in general it leads to superior
design.

Function follows human needs, form follows human behavior


Hierarchy of Needs
This Universal Principle of Design consists of five user-centered goals that a design
must satisfy to achieve optimal success. These goals are usually satisfied in
sequence.
1. Functionality: Meeting basic functional needs fosters user satisfaction.
2. Reliability: Consistent and stable performance over time fosters trust.
3. Usability: Ease of use and understanding of the design fosters fondness.
4. Proficiency: Increased productivity fosters pride, because the design helps
people do things better than they could do them before.
5. Creativity: Innovation and personal enrichment fosters loyalty.

For a design to be successful, it must first meet people’s basic needs. Then, it can
attempt to satisfy higher-level needs (such as aesthetics).
Once a design has met all lower-level needs, people can begin to interact with the
design in innovative ways.
Products that are high on the hierarchy (closer to creativity than functionality) will
be the most competitive in the marketplace.
Iconic Representation

Iconic representation is the use of pictorial images in a display to make


actions, objects, and concepts easier to find, recognize, learn, and
remember.

Examples include road signs, computer displays, and control panels.

To use iconic representation in design, include labeled icons. This


reduces performance load, saves display area, and makes signs more
understandable across cultures.
Iteration
Iteration is the process of repeating a set of operations until a specific
result is achieved.

In terms of design, this principle allows complex solutions to be created


by continually exploring, testing, and redesigning.

Begin with clear criteria and constraints as well as a clear


understanding of solution success. This means having thorough
specifications and high-quality models and prototypes.
Generative Design
Life Cycle
Mimicry

Mimicry refers to the copying of properties of a familiar object, organisms, or


environments. Designers use mimicry to improve the usability, likability, or
functionality of an object or design. Mimicry is perhaps the oldest and most
efficient method for achieving major advances in design.
Consider mimicry to:
• Improve usability to ensure that the perception of the design corresponds
to how it functions or is to be used.
• Improve likability, but be careful when mimicking complex behaviors.
• Assist in solving mechanical and structural problems, but also consider
scale factors that may reduce the success.
Modularity
Modularity is a structural principle used to monitor complex systems. It
is a method of managing system complexity that involves dividing large
systems into multiple, smaller, self-contained systems.

Modular systems are significantly more complex and costly to design


than non-modular systems.

Consider modularity when designing or modifying complex systems.


Identify areas of similarity in systems, and clearly define their
relationships with other clusters in the system.
If feasible, create modules that communicate with other modules
through simple, standard interfaces.
Modelling (in typical order):
Model: an accurate representation of an object or phenomenon

1. Conceptual: start point, brainstormed ideas. Leads to other model types

2. Graphical: diagram is used to produce a virtual or physical working mode

3. Math: If solving a problem does not involve applying mathematics, the


solution process is generally not considered to be engineering

4. Prototype: test some aspect(s) of the design by comparing its


performance against the design criteria. Need to have a working model
Concept Sketching
• Develop a model (a realistic sketch) to
represent a design idea.

• Focus on sketching the correct shape and


proportions of objects from a single
straight-on or orthographic view and add
shading to produce a more realistic three-
dimensional effect.
Drawing Lines Object
Line
Pictorials
• Pictorials (such as concept sketches or isometric
sketches) can quickly communicate ideas to both
technical and nontechnical people
• Often do not provide accurate information about the
true size and shape of an object and all of its features.
Will not accurately communicate design intent (need
Multiview)
Isometric
Orthographic
(& Dimensioning Rules)
Multiview
General Rules for Dimensioning
1. Dimensions should reflect the actual size of the object, not the scaled size.
2. Include overall dimensions in the three principle directions – height, width, and depth.
Overall dimensions should be placed the greatest distance away from the object so that intermediate dimensions can nest closer to the object
to avoid crossing extension lines.
3. Include all dimensions necessary to produce or inspect the part.
Dimensions should be placed so that it is not necessary for the observer to calculate, scale or assume any measurement.
4. Do not include unnecessary dimensions.
• Dimensions should NOT be duplicated, nor should the same information be given in two different ways.
• Do not add chain dimensions that add up to a given dimension
5. Dimensions should be attached to the view that best shows the contour of the feature to be dimensioned.
6. A dimension should be attached to only one view (i.e., extension lines should not connect two views).
7. Place dimensions between adjacent views whenever possible.
8. Avoid dimensioning to hidden lines.
9. Do not place dimensions on the object unless it is absolutely necessary.
10. Do not cross a dimension line with another dimension line or with an extension line.
11. Avoid crossing dimension or extension lines with leader lines.
12. Leader lines point toward the center of the feature at an angle and should never be placed horizontally or vertically.
13. Dimension numbers should be centered between arrowheads, except when using stacked dimensions where the numbers
should be staggered.
14. In general, a circle is dimensioned by its diameter; an arc is dimensioned by its radius.
15. Holes should be located in the view that shows the feature as a circle.
16. Holes should be located by their center lines which may be extended and used as extension lines.
Sectional View
Exploded View
Flowcharts
• Decision
• Process
• Terminator
Design Elements
Design Principles
Degrees of Freedom

Geometric constraints limit DoF in


a drawing.
Without constraints (incl
Dimensions), Inventor is free to
mess up your drawing as it sees fit.
Assembly Constraints

• Flush
• Angle
• Mate
• Insert
iProperties
Calculator Simulations
Linear Motion
Linear motion is when an object moves in a straight line from one point
in space to another.
Rotary Motion
Rotary motion is rotation around a fixed axis.
Reciprocating Motion
Reciprocating motion is when an object is translated, or moved linearly,
in one direction, and then back along the same path in the opposite
direction until it returns to its starting point; the cycle is then repeated.
Oscillating Motion
Oscillating motion is when an object moves back and forth in a
reciprocating manner, but with elements of rotational motion like
swinging.
Geometric Constraints
• Perpendicular
• Parallel
• Tangent
• Concentric
• Colinear
• Horizontal
• Vertical
• Equal
• Fix
• Symmetry
Professionalism & Ethics
Peer Feedback
Can help you and your teammates
build a shared understanding and
improve your design and help you
improve your performance.
Communications
Active Listening
Engineering Notebook
Used to formally document, in chronological
order, all of the work that a person performs
related to a specific design project. It should be
clear and complete so that someone unfamiliar
with the work could take over the project without
additional information.
1. Determine the delivery type
2. Conduct research
Technical Writing 3. Write an outline
4. Write a draft

• Any writing that documents 5. Review and revise


6. Have someone else review your work
technical information
7. Properly cite all of your sources

• Includes text, but also data, graphs


and charts, and technical illustrations

• Purpose is to clearly and efficiently


communicate complex information
so that the audience can understand
and use the information
Collaboration (1of2)
• Collaboration is the action of two or more people working together
through idea sharing to accomplish a common goal
• Collaboration includes teamwork and incorporates other aspects,
such as valuing different perspectives, treating everyone as equals,
and efficiently sharing work responsibilities
• A team is a collection of individuals, each with his or her own
expertise, brought together to accomplish a common goal.

• A successful team includes members who are both task oriented and
process oriented (those who can do the work, and those that can keep the work
going)
Collaboration (2of2)
Conflict Resolution
• Conflict can occur in a variety of situations and is a natural part of life.
• Conflict can be constructive or destructive.
• It might start with a simple disagreement but can quickly escalate to
something much more if you do not have the skills to handle the
situation.
• Conflict resolution is a process of working to resolve a dispute in an
appropriate, nonviolent way.

• Learning effective conflict-resolution strategies will help you be a


better team member and a more efficient problem solver.
Project Management
Gantt Chart
Professional Communications

Keep your social media clean. Many employers insist


on ‘friending’ your social accounts. They cannot have
an employee representing them make them look bad.
Fake accounts get caught, too. A. Lot.
Professional Networking
Professional Application
(Resume-Applying for a job)
3d Printing
ADDITIVE construction
Calipers

4.0440 Inches
Graphical Analysis Software
Uh….oh well
Scatter Plots
• MS Excel
• Graphically display data
• Evaluate that data
Box Plots & Distribution
1. Order data small to large
2. Divide data into Quartiles
3. Determine 5 Number Summary
4. Construct the Box Plot
Not the height of the data on the graphs, but how far the
datasets stretch horizontally, from the mean (or tallest
bar).
Descriptive Statistics
• Population: All of the values in a group of data
• Sample: SOME of the values in a large group of data

• Measures of Center:
• Mode

• Median

• Mean

• Range: Smallest value subtracted from largest value


Inferential Statistics
Electricity
• Energy caused by the movement of charged particles (movement of
electrons)

• Alternating Current (AC): In your house (wall socket). Can be transmitted


over great distances
• Direct Current (DC): Battery, or converted from AC (black box). Usually
electronics
• Circuit:
• Power Source: electricity comes from somewhere
• Load: work for the electricity to do; light bulb, hair dryer etc….
• Pathway: way to move electronics from source to load; wires etc….
Electricity

Ohm’s Law
Multimeter
Informal Comparative Inference

1. Begin with a visual comparison


2. Look at numeric descriptors of the dataset
3. Comment on the spread of the data
4. Generate "I notice..." and "I wonder..." statements
Mass, Weight, Density
g = Gravity = 32ft/s/s or 9.81 m/s/s

High Density

Low Density
Scientific Notation
Simple Machines
• Trade distance for effort
• Effort vs Resistance Forces
• Cannot create Energy, only change it

• Reduce our effort force (push, pull, or twist)


• Reduce the distance we apply effort (push, pull, or twist)
• Change the direction of our effort force
Standard Deviation
Measure of the variation within a dataset

See Empirical Rule (next)


Empirical Rule

Mean Mean + 1 Std Dev


Mean - 2 Std Dev
Unit Conversion
Springs
Cams
Friction
Sustainability
Material Properties
Tolerances (Dimensional)
Holes and Hole Notes
STEM/STEAM
• Science • Science
• Technology • Technology
• Engineering • Engineering
• Math • Art
• Math
Parametric Modelling
• Dynamic vs Static
• Formulas
• Know how to write them

• Volume changes (Object volume= x cu in. If 3x size, what is new


volume?)
Additive vs Subtractive Manufacturing
Engineering Journal Best Practices
Inscribed vs Circumscribed Circles

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