ENGG 401 Introduction To Engineeringmodules
ENGG 401 Introduction To Engineeringmodules
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ENGG 401 - Introduction to
Engineering
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Modules To Do My Notes
Modules
Introduction to Engineering
Modules
Course Rationale and Description
Introduction to Engineering is a course designed to teach students about the different engineering
fields and expose them to research opportunities, career possibilities, and coursework that will
challenge and engage them. Engineers must be problem solvers, creative thinkers, and leaders in
order to be successful in the profession. For this to happen, students need to stay in engineering
programs, be pleased with their choice of major, and develop engineering identity. This introductory
course provides a framework for the practice of engineering. This framework is a broad outline of
the tasks and responsibilities of an engineer, and the use of disciplinary knowledge in executing
To Do
those tasks. Further, this course aims to stimulate students' interest and strengthen their motivation
for, the field of engineering by focusing on the application of relevant core engineering disciplines.
The course also includes personal and interpersonal skills knowledge, skills, and attitudes that are
essential at the start of a program to prepare students for a more advanced product, process, and
system building experiences.
My Notes
Intended Learning Outcome
● ILO1 - Develop professional behavior and
a code of ethics in areas like project Criteria for Assessment
management, teamwork, and leadership. Group Project (GP) 45%
Experiential Learning Activities (ELA)
● ILO2 - Demonstrate understanding in 25%
design thinking and engineering design Self and Peer Assessment
process to create effective problem (SPA) 10%
statements, and design, build, test, and Midterm Exam (ME) 20%
analyze a simple prototype product that
addresses realistic constraints and system
requirements while using basic project
management techniques.
Course Information Syllabus
● ILO3 - Apply appropriate design process, (CIS)
prototyping, and modern engineering tools Introduction to Engineering
Website
in activity/project building.
Module 1 ❗ Re
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Modules
MODULE 1 - ENGINEERING CAREERS AND PROFESSIONS
Introduction
This module will introduce you to the engineering profession. It will discuss the most important
things and information you ever wanted to know about engineering. This material will give a
thorough discussion about what engineering and the profession is all about. The qualities or
attributes of a good engineer should possess as well as the different engineering disciplines are
also enumerated in this section. The last part of this module will tackle the different career
To Do
opportunities and options of engineers and their role in community and nation building will
likewise be discussed.
Hopefully, when you are finished reading this module, you will have a comprehensive
understanding of the engineering profession and perhaps have found the engineering niche that
attracts you most. This information, coupled with knowledge of the personal benefits you will reap
My Notes
from the profession is intended to strengthen your commitment to completing your engineering
degree. Having a clear picture of the many payoffs will be a key factor in motivating you to make
the personal choices and put forth the effort required to succeed in such a challenging and
demanding field of study.
DOWNLOADS
Modules
MODULE 2 - DESIGN THINKING
Introduction
Design Thinking is one of the more recent buzz words in the design community. In this module,
you will be well-informed what design thinking is and its main characteristics will be investigated.
The five stages of the design thinking process will be thoroughly discussed in this section as well
as its application in project execution. This module will also take a look at the process and the
To Do
methods associated with it.
The overall goal of this design thinking course module is to help you design better products,
services, processes, strategies, spaces, architecture, and experiences. Design thinking helps you
and your team develop practical and innovative solutions for your problems. It is a
human-focused, prototype-driven, innovative design process. Through this module ,it is hoped
that you will develop a solid understanding of the fundamental phases and methods in design
My Notes
thinking, and you will learn how to implement your newfound knowledge in your professional work
life. This material will provide you practical examples, case studies, videos, and other useful
group activities, which will help you dive further into design thinking.
DOWNLOADS
Topic Outcome
1. Operate the five stages of Design ● Lecture [pdf]
Thinking Process : Empathize, ● ELA 0A - POEMS (Activity
Define, Ideate, Prototype, Test Guide [pdf])
2. Describe the Design Thinking
● ELA 0B - 100 uses (Activity
process as applied in project
Guide [pdf])
execution
3. Demonstrate the design thinking ● ELA 1 - Wallet Challenger
processes in developing practical (Activity Guide [pdf])
and innovative solutions to ● ELA 2 - Design Thinking
real-world problems Implementation (Activity
Guide [pdf] )
● Review Quiz 2 [Google
Watch videos about "What is
Form]
Engineering?" in the resources.
[ link ]
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Introduction
This module will discuss the series of steps that engineers use to guide them as they solve
problems called the engineering design process (EDP). This material will present and discuss
those steps in detail and provide the students the opportunity to see and apply innovative solutions
to challenges, understand open-ended problem solving and encourage student how to learn from
failure. This module also aims to inculcate to the students the attributes of an engineer as a
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solution-seeker, a decision maker, an inventor and an innovator.
My Notes
Topic Outcome
1. Express the general components and procedures in engineering design
2. Evaluate additional design considerations such as sustainability, economics
and material selection
3. Apply the engineering design process in a specific projects/activities
Modules
MODULE 4 - PROTOTYPING, RAPID PROTOTYPING, PRETOTYPING,
LOFI HIFI
Introduction
To Do
Prototyping is a step to materialize an idea. Prototypes are the sample version of the
product you intend to function as a solution to a specific problem or need. Through prototypes,
testing and iteration or repetition with improvement is possible before someone arrives into a
final output. Prototypes come in different forms, from the low to high fidelity, to simple sketches
to innovative digital.
This module intends to discuss the concept of prototyping and its types along their
My Notes
applications. Also, tools and techniques available to attain such prototypes will also be
presented.
After going through this module, it is expected that you can explore the options and use
them in your final design output, to your future engineering courses and to your other potential
design endeavors and activities. You can also look into various choices of materials, and select
upon which fits your idea the most, considering also the need of your target market or audience.
Be ready to test, to deal with users, and learn from their feedback as prototyping and testing
come hand in hand. Skills on making informed design decisions thereafter is expected after
finishing the module, alongside the activities for the whole course, allowing you to be engaged
on prototyping and designing.
DOWNLOADS
Topic Outcome ● Lectures [pdf]
1. Differentiate types of ● Review Quiz 4 [Google Form]
prototyping and its
application
2. Apply common techniques
employed in LoFi and HiFi
Watch the following videos about
Prototyping
“Prototyping” in Introduction to Engineering
website [ link ]
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MODULE 5 - IDEA PITCHING BASED ON AGREED-UPON THEMES OR
PROBLEMS
Introduction
To Do
This module discusses the task of bringing an idea to someone with the power to do
something with it called pitch. Pitching is a really valuable skill that all of us need to hone, because
only if we pitch our ideas will people hear us out, adopt them, and believe in our solutions.
Students have to submit an elevator pitch on a given topic / problem assigned by the course
facilitator. This module aims to develop students’ oral communication in expressing their idea.
My Notes
Topic Outcome
1. Express idea in a multimedia presentation to develop oral communication skills.
2. Define and clarify the concept of the mini project related to their field of specialization.
DOWNLOADS
● Lectures [pdf]
Watch the following videos about
● ELA 5 - Idea Pitching (Activity
“Idea Pitching” in Introduction to
Guide [pdf])
Engineering website [ link ]
● Review Quiz 5 [Google Forms]
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MODULE 6 - TECHNOLOGY TOOLS AND CAPABILITY BUILDING
Introduction
This module introduces students technology tools that will equip them as they endeavour their
engineering journey. Lectures will be incorporated with examples to hone the knowledge on the
To Do
basics of each tool. Octave, an open-source software, will be discussed across all disciplines.
Additional discipline-specific tools will be discussed by the course facilitators. At the end of this
module students are expected to use the basic functions of the technology tools applied in
engineering discipline.
My Notes
Topic Outcome
1. Recognize technology tools and their use and functions.
2. Demonstrate the utilization of different technology tools technology tools in carrying
out a project
3. Determine and develop skills and capabilities, and appreciate potentials
Modules
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Visit Introduction to
Engineering website
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Batangas State University
College of Engineering, Architecture and Fine Arts
ENGG 401
INTRODUCTION TO ENGINEERING
● ILO3 - Apply appropriate design process, prototyping, and modern engineering tools
in activity/project building.
Supplemental Content
Course Information Syllabus (CIS)
Introduction to Engineering Website
Introduction
This module will introduce you to the engineering profession. It will discuss the most important
things and information you ever wanted to know about engineering. This material will give a
thorough discussion about what engineering and the profession is all about. The qualities or
attributes of a good engineer should possess as well as the different engineering disciplines are
also enumerated in this section. The last part of this module will tackle the different career
opportunities and options of engineers and their role in community and nation building will
likewise be discussed.
Hopefully, when you are finished reading this module, you will have a comprehensive
understanding of the engineering profession and perhaps have found the engineering niche that
attracts you most. This information, coupled with knowledge of the personal benefits you will
reap from the profession is intended to strengthen your commitment to completing your
engineering degree. Having a clear picture of the many payoffs will be a key factor in motivating
you to make the personal choices and put forth the effort required to succeed in such a
challenging and demanding field of study.
Topic Outcome
Lectures
Engineering is considered to be one of the most challenging and exciting career. It is the
application of the principles of science and mathematics to develop economical solutions to
technical problems. It is the task of an engineer to link the scientific discoveries and the
commercial applications that meet societal and consumer needs.
There are a lot of definitions that you can find about what engineering is all about but a
good starting point for answering this question is the theme of National Engineers Week, held
each February in honor of George Washington, considered to be the first engineer in the United
States . That theme depicts engineering according to its function:
Over the years, many variations of this theme have been put forth, from that of the
famous scientist Count Rumford over 200 years ago:
to the current standard definition of engineering provided by the Accreditation Board for
Engineering and Technology (ABET):
As you learn more about the field of engineering, you will find there is no simple answer
to the question “What is engineering?” Because engineers do so many different things and
perform so many different functions, learning about engineering is a lifelong endeavor. Still,
there is a variety of ways to start learning about and understanding engineering, one is to tap
the tremendous amount of information available online.
A question that is usually being asked: How is engineering different from science? An
excellent answer was provided by astronaut Neil Armstrong in the foreword of A Century of
Innovation: Twenty Engineering Achievements That Changed Our Lives .
Engineering is often associated with science and understandably so. Both make
extensive use of mathematics, and engineering requires a solid scientific basis. Yet as
any scientist or engineer will tell you, they are quite different. Science is a quest for
“truth for its own sake,” for an ever more exact understanding of the natural world. It
explains the change in the viscosity of a liquid as its temperature is varied, the release
of heat when water vapor condenses, and the reproductive process of plants. It
determines the speed of light. Engineering turns those explanations and
understandings into new or improved machines, technologies, and processes – to bring
reality to ideas and to provide solutions to societal need.
Qualities Of Engineers
Industrial, chemical, civil, electrical, electronics, mechanical and other engineering fields
are all words that come before the title of an engineer. Each of these professions do very
different things in order to change the way we live. Collectively, they work to make our daily
personal and professional lives more comfortable, safer, and easier to navigate. There are
several qualities that most engineers share: among them are curiosity, critical thinking,
creativity, effective communication, and a collaborative spirit.
1. Curiosity
Children who spend hours taking apart toys just to see how they work are the kind of kids who
grow up to be engineers. Engineers are curious because they want to know how and why things
work as they do. For many engineers, once they have this understanding, their thinking morphs
into how they can make it better, faster, and more efficient for less money!
2. Critical Thinking
Engineers need to analyze, evaluate, and synthesize information to make objective judgments
and recommendations. They rely on these critical thinking skills in every stage of their work,
particularly when it comes to decision-making. Engineers who can think critically, are able to
effectively handle the wide variety of technical, administrative, policy, and interpersonal
communication challenges that arise within a day’s work or a project’s timeline.
3. Creativity
Many may think that the words “creative” and “engineer” are mutually exclusive. At first glance, it
would seem that in a field structured by math and science there would be little to no room for a
creative spirit but when one looks more deeply, the creative engineer is changing the way we
live and work as creativity often spurs innovation! It was a creative engineer who converted
another glue-based project into Sticky Notes.
4. Effective Communication
An engineer, in any industry, can have brilliant ideas for a project but if he or she cannot
articulate those ideas to management, teammates, clients, and other stakeholders they are of
no use. Effective engineers understand that clear, concise, written and verbal communication is
the key to giving their ideas life and their team a competitive edge. Succinct communication
becomes even more important in today’s global business context where language and meaning
often become lost in translation. While it is true that many graduate programs in engineering
place little focus on teaching students these skills, there are plenty of resources such as books,
podcasts, and webinars of which engineers may avail themselves in order to improve their
ability to effectively communicate.
5. A Collaborative Spirit
Engineers do not work in a vacuum. They work with other engineers, supply chain
management, financial and project managers, and others from various business units.
Engineers are tasked with contributing to collaborative and cross-functional teams to ensure
integrated development. The more easily an engineer can collaborate with a team, the more
likely the project or product will be successful.
Engineers who remain curious throughout their lives, while employing sharp critical
thinking skills, combined with the ability to clearly communicate their ideas in a creative and
collaborative way, are those who will continue to ease the way in which people navigate their
world.
Aside from the above-mentioned qualities of engineers, the ff. are some additional
personality traits and work habits that typify most of today’s successful engineers
● Engineers are adept at using computers in many different ways to model and
analyze various practical problems.
● Good engineers have time management skills that enable them to work
productively and efficiently.
● Good engineers have a desire to be lifelong learners. They have to take
continuing education classes, seminars and workshops to stay abreast of
innovation and new technologies . This is particularly important in today’s world
because of the rapid change in technology.
● Good engineers have people skills that allow them to interact and communicate
effectively with various people in their organization.
● Well-trained engineers regardless of their area of specialization, have a core
knowledge that can be applied in other related fields.
In summary, successful engineers are problem solvers. They have a good grasp of
fundamental physical and chemical laws and principles to design, develop, test and supervise
the manufacture of millions of products and services. Engineers, regardless of their background,
follow scientific procedure when designing the products and services we use in our everyday
lives.
There are over 20 major disciplines or specializations that are recognized by the
professional engineering societies. Moreover, within each discipline there exist a number of
branches. The following are just the common engineering fields:
1. Civil Engineering
2. Chemical Engineering
Chemical engineering is the field of applied science that employs physical, chemical, and
biochemical rate processes for the betterment of humanity. Chemical engineers apply their skills
to fundamental problems in pharmaceuticals, medical devices and drug-delivery system,
semiconductor manufacturing, and more
3. Electrical Engineering
Electrical engineering involves the conception, design, development, and production of
the electrical or electronic products and systems. It involves the application of electricity,
needed by our technological society. Electrical engineers design, develop, test, and supervise
the manufacturing of electrical equipment such as electric motors, radar, and navigation
systems
4. Electronics Engineering
5. Mechanical Engineering
Mechanical engineers research, develop, design, manufacture and test tools, engines,
machines, and other mechanical devices. They work on power-producing machines such as
electricity-producing generators, internal combustion engines, steam and gas turbines, and jet
and rocket engines.
6. Industrial Engineering
7. Computer Engineering
8. Sanitary Engineering
9. Petroleum Engineering
● Aerospace engineering
● Automotive engineering
● Ceramics engineering
● Environmental engineering
● Materials engineering
● Manufacturing engineering
● Mining engineering
● Nuclear engineering
● Transportation engineering
● and many others
Engineering graduates have a broad range of career options, including different kinds of
engineering roles, jobs in related areas such as supply chain and jobs in other industries such
as finance and IT. The focus of your engineering degree will affect the types of engineering jobs
you are suited to. You can work as engineers in your specific field. Other job roles and career
areas you could work in follows:
● Engineering consultancy
● Process engineering
● Technical sales engineering
● Construction, civil engineering and surveying
● Engineering, design and manufacture
● Logistics, transport and supply chain
Many engineers have rewarding careers working with cutting edge technology. With this
advanced technology, the engineering field is ever-evolving and innovative. Engineers typically
enjoy working in collaboration with other team members to develop innovations in technology.
Their work environment is rarely stagnant.
Engineers play a key role in ensuring the growth and development of a country's
economy as well as in improving the quality of life for citizens within the country. Their main
focus is on making things work efficiently and effectively by applying the theories and principles
of sciences and mathematics to research and develop economic solutions. Engineers make
products and provide services that make our lives better.
❖ To see how engineers contribute to the comfort and betterment of our everyday lives,
just look around more carefully. During the night, your bedroom was kept at the right
temperature- thanks to the mechanical engineers who designed the heating,
air-conditioning and ventilating systems in your home.
❖ When you get up in the morning, and turn on the lights, thousands of electrical
engineers and technicians in the power plants and power stations around the country
are making sure that the flow of electricity remains uninterrupted. The TV you are
using to watch your TV and morning news are designed by electrical and electronics
engineers.
❖ Manufacturing and industrial engineers are involved in creating final products,
❖ The water could be heated by natural gas that is brought to your home was made
possible through the effort of chemical, mechanical civil and petroleum engineers.
❖ The cotton towel that we use daily was made with the help of agricultural, industrial
manufacturing , chemical, petroleum, civil and mechanical engineers
❖ The foods that we eat daily were made through the collaborative effort of various
engineering disciplines-from agricultural to mechanical, to food engineers.
❖ The transport vehicles that we use are made with the effort of automotive,
mechanical, electrical, electronics, industrial, electronics, chemical and petroleum
engineers.
Are you aware of the extent of the impact engineering has made on our society as a
whole? In fact, engineers have completely changed the world we live in, from modern homes,
bridges, space travel, cars and the latest mobile technology. Innovative ideas are at the heart of
what engineers do, and they use their knowledge to create new and exciting prospects and
solve any problems that may arise.
Health
The health industry has hugely benefited from engineering. Advances in medical
technology is solely down to engineers, and without it, doctors would not be able to
treat patients the way they do today; with fantastic success rates. Engineering has
essentially allowed us to understand the medical issues in today’s society.
Technology
Engineers are the reason for the phenomenal growth in technology of every
generation. Just think about what the technological advances that are in our
everyday lives; not only can we access the world with our fingertips, engineers have
also allowed us to build satellites and machines that help us to understand the world
we live in and shape our lives on a daily basis.
Communication
Whilst on the subject of technology, the way we communicate has also vastly
improved due to engineering. We can now get in touch with people at any time of the
day in any part of the world. This has greatly improved the way we do business and
how we talk to our friends, family and strangers on a daily basis.
Development
Steam engines, jet engines and aeroplanes are all down to hard work from
engineers, and it has allowed businesses to work smarter and faster than ever
before. Improvements to travel have changed the way humans connect with one
another, opening trades for business and allowing us to literally travel to the other
side of the planet in a mere 24 hours.
Space
Visiting Space may have been a mere dream in the past, but not anymore. The
International Space Station is the largest and most complex science undertaking
ever. It allows scientists, analysts and engineers from all over the planet to come
together and conduct research that cannot be done elsewhere, finding answers to
queries that have been unquestioned for years.
There are no aspects of the world we live in today that aren't affected by the work of
engineers. The great thing is that engineering is continuing to affect society in a great and
beneficial way.
Activities
Homework [ pdf ]
Review Quiz 1 [ Google Form ]
Supplemental Content
Watch the following videos about “What is Engineering” in Introduction to Engineering
website [ link ]
References
Role of engineers in Nation Building. (2016, May 8). Study Moose.
https://studymoose.com/role-of-engineers-in-nation-building-essay
The Engineering Profession. (n.d.). Discovery Press. Retrieved July 26, 2020, from
http://discovery-press.com/discovery-press/studyengr/chapter24E.pdf
Top Personality Traits of Engineers. (2016, October 6). Kettering University | Online.
https://online.kettering.edu/news/2016/10/06/top-personality-traits-engineers
Moaveni, S. (2010). Engineering Fundamentals: An Introduction to Engineering.
Cengage Learning.
Engineering Disciplines. (n.d.). Science Reference Services. Retrieved July 26, 2020,
from https://www.loc.gov/rr/scitech/SciRefGuides/eng-disciplines.html
TBS Staff. (2019, March 2). Engineering Careers. TheBestSchools.
https://thebestschools.org/careers/engineering-careers/
Introduction
Design Thinking is one of the more recent buzz words in the design community. In this module,
you will be well-informed what design thinking is and its main characteristics will be
investigated. The five stages of the design thinking process will be thoroughly discussed in this
section as well as its application in project execution. This module will also take a look at the
process and the methods associated with it.
The overall goal of this design thinking course module is to help you design better products,
services, processes, strategies, spaces, architecture, and experiences. Design thinking helps
you and your team develop practical and innovative solutions for your problems. It is a
human-focused, prototype-driven, innovative design process. Through this module ,it is hoped
that you will develop a solid understanding of the fundamental phases and methods in design
thinking, and you will learn how to implement your newfound knowledge in your professional
work life. This material will provide you practical examples, case studies, videos, and other
useful group activities, which will help you dive further into design thinking.
This course module contains a series of practical exercises and activities that build on one
another to create a complete design thinking project. With these activities, you’ll get invaluable
hands-on experience with the methods you encounter in this course. These learning activities
will help and teach you to take your first steps as a design thinking practitioner. What’s equally
important is you can use your work as a case study for your portfolio to showcase your abilities
to future employers.
After going through this module, it is expected that you can systematically extract, teach, learn,
and apply these human-centered techniques in solving problems in a creative way in your
future design activities and businesses to come up with innovative solutions to real-world
problems.
Topic Outcome
1. Operate the five stages of Design Thinking Process : Empathize, Define,
Ideate, Prototype, Test
2. Describe the Design Thinking process as applied in project execution
3. Demonstrate the design thinking processes in developing practical and
innovative solutions to real-world problems
Lectures
Some of the world’s leading brands, such as Apple, Google, Samsung, and General Electric,
have rapidly adopted the design thinking approach, and design thinking is being taught at
leading universities around the world. What is design thinking, and why is it so popular and
effective?
Design thinking is not an exclusive property of designers—all great innovators in literature, art,
music, science, engineering, and business have practiced it. So, why call it ‘design thinking’?
What’s special about design thinking is that designers’ work processes can help us
systematically extract, teach, learn and apply these human-centered techniques to solve
problems in a creative and innovative way — in our designs, in our businesses, in our countries,
in our lives.
Design Thinking is a design methodology and iterative process that provides a solution-based
approach to solving problems. It’s extremely useful in tackling complex problems that are
ill-defined or unknown, by understanding the human needs involved, by re-framing the problem
in human-centric ways, by creating many ideas in brainstorming sessions, and by adopting a
hands-on approach in prototyping and testing.
There are various ways of teaching and practicing Design Thinking, and definitions and
descriptions vary accordingly.
A Design Methodology
Basically, Design Thinking is a design methodology. It differs from traditional design approaches
in specific ways. For example, some authors characterize Design Thinking as more creative and
user-centered than traditional design approaches.
technical knowledge.) Even when the general direction of the problem may be clear,
considerable time and effort is spent on clarifying the requirements. Thus, in Design Thinking, a
large part of the problem-solving activity consists of defining and shaping the problem.
A Creativity Approach
Unlike analytical thinking, which is associated with the “breaking down” of ideas, Design
Thinking is a creative process based on the “building up” of ideas. Analytical approaches focus
on narrowing the design choices, while Design Thinking focuses on going broad, at least during
the early stages of the process.
Design Thinking is a more creative and user-centered approach to problem solving than
traditional design methods. They point out that “Design Thinking defies the obvious and instead
embraces a more experimental approach.” The heart of the method is in understanding the
customer: All ideas and subsequent work stem from knowing the customer.
The Design Thinking methodology is not just applied to design problems. Design Thinking is
seen as a way to apply design methodologies to any of life’s situations. It is often used to
explore and define business problems and to define products and services. In other words,
Design Thinking brings the design approach into the business world. In this vein, Design
Thinking has been characterized as a discipline in which the designer’s sensibility and methods
match people’s needs, by applying what is technically feasible and by contemplating what a
viable business strategy can convert into customer value and market opportunity. As a
methodology or style of thinking, it combines empathy for the context of a problem, creativity in
the generation of insights and solutions, and rationality and feedback to analyze and fit solutions
to the context – All this helps derive a solution that meets user needs and at the same time
generates revenue, that is, drives business success.
We will focus on the five-stage Design Thinking model proposed by the Hasso-Plattner Institute
of Design at Stanford (d.school). d.school is the leading university when it comes to teaching
Design Thinking. The five stages of Design Thinking, according to d.school, are as follows:
Empathize, Define (the problem), Ideate, Prototype, and Test. Let’s take a closer look at the five
different stages of Design Thinking. Understanding these five stages of Design Thinking will
empower anyone to apply the Design Thinking methods in order to solve complex problems that
occur around us - in our companies, in our countries, and even on the scale of our planet.
1. Empathize
The first stage of the Design Thinking process is to gain an empathic understanding of the
problem you are trying to solve. This involves consulting experts to find out more about the area
of concern through observing, engaging and empathizing with people to understand their
experiences and motivations, as well as immersing yourself in the physical environment so you
can gain a deeper personal understanding of the issues involved. Empathy is crucial to a
human-centered design process such as Design Thinking, and empathy allows design thinkers
to set aside their own assumptions about the world in order to gain insight into users and their
needs. Depending on time constraints, a substantial amount of information is gathered at this
stage to use during the next stage and to develop the best possible understanding of the users,
their needs, and the problems that underlie the development of that particular product.
During the Define stage, you put together the information you have created and gathered during
the Empathise stage. This is where you will analyze your observations and synthesize them in
order to define the core problems that you and your team have identified up to this point. You
should seek to define the problem as a problem statement in a human-centered manner.
To illustrate, instead of defining the problem as your own wish or a need of the company such
as, “We need to increase our food-product market share among young teenage girls by 5%,” a
much better way to define the problem would be, “Teenage girls need to eat nutritious food in
order to thrive, be healthy and grow.
The Define stage will help the designers in your team gather great ideas to establish features,
functions, and any other elements that will allow them to solve the problems or, at the very least,
allow users to resolve issues themselves with the minimum of difficulty. In the Define stage you
will start to progress to the third stage,
Ideate, by asking questions which can help you look for ideas for solutions by asking: “How
might we… encourage teenage girls to perform an action that benefits them and also involves
your company’s food-product or service?”
3. Ideate
During the third stage of the Design Thinking process, designers are ready to start generating
ideas. You’ve grown to understand your users and their needs in the Empathize stage, and
you’ve analyzed and synthesized your observations in the Define stage, and ended up with a
human-centered problem statement. With this solid background, you and your team members
can start to "think outside the box" to identify new solutions to the problem statement you’ve
created, and you can start to look for alternative ways of viewing the problem. There are
hundreds of Ideation techniques such as Brainstorm, Brainwrite, Worst Possible Idea, and
SCAMPER. Brainstorm and Worst Possible Idea sessions are typically used to stimulate free
thinking and to expand the problem space. It is important to get as many ideas or problem
solutions as possible at the beginning of the Ideation phase. You should pick some other
Ideation techniques by the end of the Ideation phase to help you investigate and test your ideas
so you can find the best way to either solve a problem or provide the elements required to
circumvent it.
4. Prototype
The design team will now produce a number of inexpensive, scaled down versions of the
product or specific features found within the product, so they can investigate the problem
solutions generated in the previous stage. Prototypes may be shared and tested within the team
itself, in other departments, or on a small group of people outside the design team. This is an
experimental phase, and the aim is to identify the best possible solution for each of the
problems identified during the first three stages. The solutions are implemented within the
prototypes, and, one by one, they are investigated and either accepted, improved and
re-examined, or rejected on the basis of the users’ experiences. By the end of this stage, the
design team will have a better idea of the constraints inherent to the product and the problems
that are present, and have a clearer view of how real users would behave, think, and feel when
interacting with the end product.
5. Test
Designers or evaluators rigorously test the complete product using the best solutions identified
during the prototyping phase. This is the final stage of the 5 stage-model, but in an iterative
process, the results generated during the testing phase are often used to redefine one or more
problems and inform the understanding of the users, the conditions of use, how people think,
behave, and feel, and to empathize. Even during this phase, alterations and refinements are
made in order to rule out problem solutions and derive as deep an understanding of the product
and its users as possible.
We may have outlined a direct and linear Design Thinking process in which one stage
seemingly leads to the next with a logical conclusion at user testing. However, in practice, the
process is carried out in a more flexible and non-linear fashion. For example, different groups
within the design team may conduct more than one stage concurrently, or the designers may
collect information and prototype during the entire project so as to enable them to bring their
ideas to life and visualize the problem solutions. Also, results from the testing phase may reveal
some insights about users, which in turn may lead to another brainstorming session (Ideate) or
the development of new prototypes (Prototype).
It is important to note that the five stages are not always sequential — they do not have to follow
any specific order and they can often occur in parallel and be repeated iteratively. As such, the
stages should be understood as different modes that contribute to a project, rather than
sequential steps. However, the amazing thing about the five-stage Design Thinking model is
that it systematizes and identifies the 5 stages/modes you would expect to carry out in a design
project – and in any innovative problem-solving project. Every project will involve activities
specific to the product under development, but the central idea behind each stage remains the
same.
Designers or evaluators rigorously test the complete product using the best solutions identified
during the prototyping phase. This is the final stage of the 5 stage-model, but in an iterative
process, the results generated during the testing phase are often used to redefine one or more
problems and inform the understanding of the users, the conditions of use, how people think,
behave, and feel, and to empathize. Even during this phase, alterations and refinements are
made in order to rule out problem solutions and derive as deep an understanding of the product
and its users as possible.
Table 1 below lists the summary of the Design Thinking core attributes, together with their
descriptions. To provide a better overview of the attributes, some comments based on the
definitions were also given.
Curiosity Being interested in things you Considerable time and effort is spent
don’t understand or on clarifying the requirements. A large
perceiving things with fresh part of the problem solving activity,
eyes then, consists of problem definition
and problem shaping.
Holistic Looking at the bigger context Design Thinking attempts to meet user
for the customer needs and also drive business
success.
Open mindset Embracing design thinking as The method encourages “outside the
an approach for any problem box thinking” (“wild ideas”); it defies
regardless of industry or the obvious and embraces a more
scope. experimental approach.
Source: (from Baeck & Gremett, 2011) with descriptions and comments
There is a certain overlap between the attributes of Design Thinking and the characteristics of
Design Thinkers, because the latter perform the former. Following are the characteristics of
design thinkers:
● Focus on human values and needs. Have empathy for the people, solicit user feedback,
and use it in their designs
● Make experimentation an integral part of the design process, are active “doers”,
communicate through meaningful artifacts
● Collaborate with people from various backgrounds and respects their viewpoints; enable
“breakthrough insights and solutions to emerge from the diversity”.
● Can deal with wicked problems, are curious and optimistic, are integrative (holistic)
thinkers who look at the bigger context for the customer.
● Are mindful of the overall Design Thinking process with respect to goals and method
Summing Up…
Activities
ELA 0A - POEMS (Activity Guide [pdf])
ELA 0B - 100 uses (Activity Guide [pdf])
ELA 1 - Wallet Challenger (Activity Guide [pdf])
ELA 2 - Design Thinking Implementation (Activity Guide [pdf] )
Review Quiz 2 [Google Form]
Supplemental Content
Watch the following videos about “Design Thinking” in Introduction to Engineering
website [ link ]
References
Gerd Waloszek (2012), Introduction to Design Thinking,
https://experience.sap.com/skillup/introduction-to-design-thinking/
Design Thinking: The Beginner’s Guide, Retrieved July 31, 2020, from
https://www.interaction-design.org/courses/design-thinking-the-beginner-s-guide
Rikke Friis Dam and Teo Yu Siang (2020, July 15). Interaction Design Foundation. What
is Design Thinking and why is it so Popular?
https://www.interaction-design.org/newsletter/
The Basics of User Experience Design by Interaction Design Foundation
https://www.interactiondesign.org/newsletter
Introduction
This module will discuss the series of steps that engineers use to guide them as they solve
problems called the engineering design process (EDP). This material will present and discuss
those steps in detail and provide the students the opportunity to see and apply innovative
solutions to challenges, understand open-ended problem solving and encourage student how to
learn from failure. This module also aims to inculcate to the students the attributes of an
engineer as a solution-seeker, a decision maker, an inventor and an innovator.
Topic Outcomes
Lecture
The engineering design process is a series of steps that guides engineering teams as we
solve problems. The design process is iterative, meaning that we repeat the steps as many
times as needed, making improvements along the way as we learn from failure and uncover
new design possibilities to arrive at great solutions. Shown in Figure 1 is the steps in the
engineering design process.
In the design thinking process, this step is similar to the ideate concept.
The first footballs were made of natural materials, such as an inflated pig bladder, which
was later put inside a leather cover. This is why some still call the football "pigskin". Today's
National Football League (NFL) footballs are made of cowhide leather. A inflated rubber bladder
is what is on the inside of the ball, which is then covered by several layers of leather stitched
together, then leather laces are added down one side of the ball to help with the grip of the ball.
Modern balls are designed by teams of engineers to exact specifications, with rubber or plastic
bladders, and often with plastic covers. They're oblong spheres, 11 to 11.5 inches (27.9 to 29.2
centimeters) long and weighing between 14 and 15 ounces (397 to 425 grams). A valve is on
the outside of the ball so you can pump air more easily into the ball's bladder.
Once players and coaches realized the yardage that could be gained by completing a
forward pass, teams began promoting the play. The passing game influenced design changes in
football. It evolved from a watermelon shape to a more aerodynamic prolate spheroid --
basically a watermelon shape with pointier ends. The laces, which originally were made just
long enough to close the football after the bladder was inserted, became longer and more
pronounced to aid players in gripping the ball.
The inventor of the football glove was John Tate Riddell, and was invented in 1939. When
football gloves were first invented, they were used for cold weather and now they're mostly used
for grip and protection. Football gloves have now improved in durability, moisture wicking
(cloth that draws sweat off the skin to the outside of the fabric) capabilities, and in their ability to
stick a grab onto a football. Many receivers wear gloves that either have a sticky rubber palm,
called tact gloves, so they can have a better opportunity to catch a ball that is thrown by the
quarterback. Linemen also wear gloves for protection. Lineman's gloves have thick padding in
them to better protect their fingers and hands. In the past, it has been the practice to protect the
hands of many football players, particularly linemen, by taping the hands with conventional
adhesive tape, the tape runs across the back of the hand and across the palm. While this taping
does offer some protection against injuries, it is less than satisfactory for providing maximum
protection. With the invention of the glove, player’s hands have a maximum amount of
protection while at the same time providing maximum freedom of movement. Modern sporting
equipment engineers are making scientifically-based protective football gloves made out of
durable, super-light compounds that absorb impact forces and improve grip.
As you can see, the outcome of this continual cycle of innovation in the engineering of
football equipment has driven research in material sciences and the use of stronger and more
durable football equipment materials. Engineering is not only changing the equipment, but also
changing the way the players and the game function.
Activities
❗ ❗
Review Quiz [Google Form]
Remember to TURN IN your activities to Google Classroom
Supplemental Content
Reading Material: Comparing Engineering Design Process and the Scientific Method
[link]
Watch the following videos about “Engineering Design Process” in Introduction to
Engineering website [ link ]
References
The Engineering Design Process. (n.d.). Science Buddies. Retrieved July 18, 2020, from
https://www.sciencebuddies.org/science-fair-projects/engineering-design-process/engine
ering-design-process-steps
Engineering Design Process. (n.d.). Teach Engineering. Retrieved July 26, 2020, from
https://www.teachengineering.org/design/designprocess
Innovations in football equipment. (n.d.). Khan Academy. Retrieved July 26, 2020, from
https://www.khanacademy.org/partner-content/49ers-steam/49ers-gridiron-eng/49ers-inn
ovations-equipment/a/innovations-in-football-equipment
Introduction
Prototyping is a step to materialize an idea. Prototypes are the sample version of the
product you intend to function as a solution to a specific problem or need. Through prototypes,
testing and iteration or repetition with improvement is possible before someone arrives into a
final output. Prototypes come in different forms, from the low to high fidelity, to simple sketches
to innovative digital.
This module intends to discuss the concept of prototyping and its types along their
applications. Also, tools and techniques available to attain such prototypes will also be
presented.
After going through this module, it is expected that you can explore the options and use
them in your final design output, to your future engineering courses and to your other potential
design endeavors and activities. You can also look into various choices of materials, and select
upon which fits your idea the most, considering also the need of your target market or audience.
Be ready to test, to deal with users, and learn from their feedback as prototyping and testing
come hand in hand. Skills on making informed design decisions thereafter is expected after
finishing the module, alongside the activities for the whole course, allowing you to be engaged
on prototyping and designing.
Topic Outcome
Lectures
An Experimental Process
Teams build prototypes of varying degrees of fidelity to capture design concepts and test
on users. With prototypes, you can refine and validate your designs so your brand can
release the right products.
Advantages of Prototyping
1. It involves user
Prototyping allows the inputs from the users through the testing stage, as they try
the sample version or model, and provide feedback. Being able to seek their involvement
may reduce misunderstandings and prevent unfulfilled expectations as they may suggest
changes or modify the details of the provided working prototype.
2. It saves money.
Exposing the prototype to users and being open to receiving criticism and
suggestions helps you pinpoint which elements/variants work best and which do not or
those that need make-over. Sometimes, their point of view opens up opportunities for
other development or potential inspirations for innovation or invention
Types of Prototypes
1. According to Fidelity
Fidelity relates to the intricacy of the details incorporated on the prototype and its
level of functionality. Depending on the product’s development stage, the prototype may
simply be presenting a small aspect or could be the complete picture of the entire
system. The level of fidelity you choose should be appropriate for presenting to users in
user testing so they can give focused feedback.
❏ Low-fidelity prototypes
Samples:
Paper Prototypes
Sketches
Journey maps
Behavior maps
System flow diagrams
Storyboards
❏ High-fidelity prototypes
the available softwares such as Tinkercad, Sketch or Adobe XD. An advantage of Hifi
prototypes includes its ability to be engaging. It provides opportunity for the users to
realize more of the real features of the potential final product, and have a more valid user
experience. However, this requires longer time to create, needing skills and knowledge
on the use of the softwares, and access to the software.
Samples:
interactive prototypes
digital prototypes
coded prototypes
2. According to form
❏ Role-Playing
❏ Physical Models
Rapid Prototyping
This can be seen more clearly by comparing Rapid Prototyping with a traditional
development model:
Rapid prototyping allows the designer to start with a low fidelity medium (such as
paper and pen) and move to increasingly higher fidelity prototypes as time goes on.
Activity
Review Quiz 4 [Google Form]
Supplemental Content
Watch the following videos about “Prototyping” in Introduction to Engineering website
[ link ]
References
C. Melissa Mcclendon, Larry Regot, Gerri Akers. (2012, April 2). Prototyping. UMSL.
http://www.umsl.edu/~sauterv/analysis/prototyping/proto.html
Dam, R. F., & Siang, T. Y. (n.d.). Prototyping: Learn Eight Common Methods and Best
Practices. Retrieved August 8, 2020, from
https://www.interaction-design.org/literature/article/prototyping-learn-eight-common-method
s-and-best-practices
Prototyping. (n.d.). Usability.gov. Retrieved August 5, 2020, from
https://www.usability.gov/how-to-and-tools/methods/prototyping.html
Prototyping. (2017, June 9). Techopedia.
https://www.techopedia.com/definition/13136/prototyping
Rapid Prototyping. (2018, November 30). Retrieved August 08, 2020, from
https://www.instructionaldesign.org/models/iterative_design/rapid_prototyping/
Smith, Q. (n.d.). Prototyping User Experience. Retrieved August 8, 2020, from
https://www.uxmatters.com/mt/archives/2019/01/prototyping-user-experience.php
What is Prototyping? (n.d.). Interactive Design Foundation. Retrieved August 5, 2020, from
https://www.interaction-design.org/literature/topics/prototyping?ep=ixdf-medium
Introduction
This module discusses the task of bringing an idea to someone with the power to do something
with it called pitch. Pitching is a really valuable skill that all of us need to hone, because only if
we pitch our ideas will people hear us out, adopt them, and believe in our solutions. Students
have to submit an elevator pitch on a given topic / problem assigned by the course facilitator.
This module aims to develop students’ oral communication in expressing their idea.
Topic Outcome
1. Express idea in a multimedia presentation to develop oral communication skills.
2. Define and clarify the concept of the mini project related to their field of
specialization.
Lectures
The task of bringing an idea to someone with the power to do something with it is called a pitch:
software ideas, implementation strategies, movie screenplays, organizational changes, and
business plans, are all pitched from one person to another. It is a presentation of a business
idea to potential investors. Businesses pitch to potential customers to sell their product. Finally,
some organizations pitch because they need a partner or resource to help them accomplish
their mission.
○ Step 0: Create and refine the idea - Good ideas include some thinking about
execution and delivery. Most of the time it’s not worth pitching an idea until you’re
able to answer some of the basic pragmatic questions about it, such as: What
problem does this solve? What evidence is there that the problem is real, and
important enough to solve?
○ Step 1: What is the scope of the idea - The bigger the idea, the more involved the
pitch. When you’ve identified the scope of your idea, do some research on how
others pitching ideas of similar scope went about it.
○ Step 2: Who has the power to green light the idea - Make a list of the people that
are potential recipients of your pitch. Base this list on two criteria: who has the
power needed to implement the idea, and who you might have access to. If you
have no idea who to pitch your idea to, ask around. There’s no sense developing
your pitch if there’s no one to catch.
○ Step 3: Start with their perspective - Consider how the person you’re trying to
pitch views the world, and keep it in mind while developing your pitch. The better
your pitch fits into their needs, perspectives, and desires, the greater your odds
of being successful (or even being listened to).
○ Step 4: The structure of the pitch - Always formulate 3 levels of depth to pitching
your idea: 5 seconds, 30 seconds, 5 minutes. The 5 second version, also known
as the elevator pitch, is the most concise single sentence formulation of whatever
your idea is. Refine, refine, refine your thinking until you can say something
intelligent and interesting in a short sentence. The 30 second and 5 minute
versions should grow naturally out of the 5 second version. In 30 seconds,
there’s enough time to talk about how you’ll achieve what you described in 5
seconds, or provide specifics of the 2 or 3 most significant things about how the
effect described in the 5 second pitch will be achieved.
○ Step 5: Test the pitch - The longer you spend with an idea, the more vulnerable
you are to your own ego. Get out of your office / cubicle / apartment, and go find
smart people you know to give you feedback.
○ Step 6: Deliver - TMake sure you spend some time preparing for a positive
response.
○ The idea of an elevator pitch is that it's short, just like an elevator ride. If
executed well, this short pitch will spark the curiosity of the client and encourage
them to ask more questions. Because of its brevity, an elevator pitch works great
when seeking investors
○ A short, simple description of your business idea that anyone could understand
by the time you ride up three floors in a typical elevator.
○ Purposeful verbal message as fast as a ride in an elevator (30 -120 seconds) in
understandable language – also for technology areas
○ A concise, carefully planned, and well-practiced “answer” about yourself, your
business, your firm, your project etc.
● Must Haves
○ KISS - Kill the geek speak, Limit technical terms/details. Focus on customer
benefits, not technical benefits. Tell a story that paints a personal picture for your
audience
■ Keep
■ It
■ Simple
■ Stupid
■ Example:
INEFFECTIVE: O ur medical technology is the first automatic anesthetic
gas scavenging system that will scan patient’s using an anesthetic
vaporizer thus providing analytical, diagnostic and therapeutic techniques
similar to those used by National Laboratories in 2007, but that were
updated in 2011 to include the new immunology reports
EFFECTIVE: W e provide the most accurate medical diagnostic
equipment available on the market.
○ Passion – if you are not excited about your business, no one else will be either
○ Request – Ask recipient for permission to call, a referral to others, or feedback
○ Short – assume you have less than a minute, and sometimes only time for a few
sentences
Activities
ELA 5 - Idea Pitching (Activity Guide [pdf])
Review Quiz 5 [Google Forms]
Supplemental Content
Watch the following videos about “Idea Pitching” in Introduction to Engineering website
[ link ]
References
Berkun, S. (2005, February). How To Pitch an Idea. Scott Berkun.
https://scottberkun.com/essays/38-how-to-pitch-an-idea/
Business Pitch: Definition, Types & Importance. (2017, October 27). Study.com.
https://study.com/academy/lesson/business-pitch-definition-types-importance.html
Haden, J. (2017, August 30). How to Pitch: 18 Steps to Create and Deliver a Winning
Pitch for Investors and Early Customers. INC.COM.
Introduction
This module introduces students technology tools that will equip them as they endeavour their
engineering journey. Lectures will be incorporated with examples to hone the knowledge on the
basics of each tool. Octave, an open-source software, will be discussed across all disciplines.
Additional discipline-specific tools will be discussed by the course facilitators. At the end of this
module students are expected to use the basic functions of the technology tools applied in
engineering discipline.
Topic Outcome
1. Recognize technology tools and their use and functions.
2. Demonstrate the utilization of different technology tools technology tools in carrying
out a project
3. Determine and develop skills and capabilities, and appreciate potentials
Lectures
Octave
This section provides an introduction to computing using Octave. It will teach students how to
use Octave to perform calculations, plot graphs, and write simple programs. Octave is an
open-source software which is closely compatible with MATLAB. This will give students an
opportunity to learn the syntax and power of both packages.
What is Octave
Running Octave
On most systems, Octave is started with the shell command ‘octave’. This starts the graphical
user interface. The central window in the GUI is the Octave command-line interface. In this
window Octave displays an initial message and then a prompt indicating it is ready to accept
input. If you have chosen the traditional command-line interface then only the command prompt
appears in the same window that was running a shell. In either case, you can immediately begin
typing Octave commands.
If you get into trouble, you can usually interrupt Octave by typing Control-C (written C-c for
short). C-c gets its name from the fact that you type it by holding down CTRL and then
pressing c. Doing this will normally return you to Octave’s prompt.
To exit Octave, type quit or exit at the Octave prompt.
Octave Environment
The default view of the octave user interface for desktop application and online using web
browser are shown in Figure 2 and Figure 3, which has the following interface: (1) file
browser/directory, (2) workspace/variables, (3) command history and (4) command window.
● File browser / directory - Displays the current directory browser and interface for viewing
files in current directory.
● Workspace / variables - All variables generated during the session are stored in the
workspace. The workspace is cleared when you quit Octave.
● Command history - displays a list of commands that you have executed.
● Command window - is the main window where you type commands directly to the
Octave. The commands are executed by pressing Enter.
Octave has a command-line interface, commands are typed in one at a time at the
prompt, each followed by return. Octave is an interpreted language, which means that
each command is converted to machine code after it has been typed.
Starting Octave
To start the octave desktop application, click the Octave app, >> is the Octave prompt, asking
you to type in a command. For octave online, go to https://octave-online.net/ , you will be asked
to type your expression in the octave command prompt as shown in Figure 3.
Elementary Calculations
Octave can easily be used for basic numerical calculations. Octave knows about
arithmetic operations (+,-,*,/), exponentiation (^), natural logarithms/exponents (log, exp),
and the trigonometric functions (sin, cos, …).
The simplest way to use Octave is just to type mathematical commands at the prompt,
like a normal calculator. All of the usual arithmetic expressions are recognised. For
example, type
>> 3 + 4
ans = 7
The basic arithmetic operators are + - * /, and ^ is used to mean ‘to the power of’
(e.g. 2^3=8). Brackets ( ) can also be used. The order precedence is the same as
usual i.e. brackets are evaluated first, then powers, then multiplication and division, and
finally addition and subtraction. Try solving exercise 6.1, you can use your calculator to
verify your answer.
Moreover, Octave calculations work on real or imaginary numbers (i,j). In addition, some
mathematical constants such as the base of the natural logarithm (e) and the ratio of a
circle’s circumference to its diameter (pi) are pre-defined.
Exercise 6.1
33 >>
(245x5) - 28 >>
(4+3)2 >>
>>
Solve for the area of a circle with a radius of 24 cm. (Hint: A = 2πr2)
>>
You can create a value and store it in a variable so that you can refer to it later, at the
command prompt (>>) type the variable followed by an equal sign then the value to
assign. (Hint: all variables can be found at your workspace / var)
>> x = 12.56
Several things happen with this simple Octave command (see Figure 4 and Figure 5):
● A variable, x, of class double is created
● A memory location for the variable x is assigned
● The value 12.56 is stored in that memory location called x.
>> x = 121.45;
Several things happen with this simple Octave command (see Figure 6 and Figure 7)
● The old value for x (12.56) is replaced by the new value (121.45) as shown in the
workspace
● Also, since the semicolon was added at the end, the result was not shown in the
command window
Several things happen with this simple Octave command (see Figure 8 and Figure 9):
● A variable, month and day, of type string (character array) is created
● A memory location for the variable month and day are assigned
● The string February and Monday is stored in that memory location called
month and day respectively.
● To enter a string, we must put single quotes (‘) around it
Displaying Variables
A variable can display a variable (i.e., show its value) by simply typing the name of the
variable at the command prompt or using the function disp(). Using the same input
earlier month and day. Type the following. (See Figure 10 for the output in command
window)
>> month
>> day
>> disp(month)
>> disp(‘My birth month is ‘) ; disp(month)
Exercise 6.2
1. In Octave, create the following variables a = 13.2 units and, b = 14.2 units.
a >>
b >>
c >>
Octave Function
log (x) natural log Compute the natural logarithm, ln (x), for
(base e) each element of x.
sqrt (x) square root Compute the square root of each element of
x.
sin (x) sine (radians) Compute the sine for each element of x in
radians.
sind (x) sine (degrees) Compute the sine for each element of x in
degrees.
cos (x) cosine (radians) Compute the cosine for each element of x in
radians.
sec (x) secant (radians) Compute the secant for each element of x in
radians.
secd (x) secant (degree) Compute the secant for each element of x in
degrees.
clc allow you to clear the screen from within Octave programs.
Script Files
A script file is a file containing (almost) any sequence of Octave commands. It is read and
evaluated just as if you had typed each command at the Octave prompt, and provides a
convenient way to perform a sequence of commands that do not logically belong inside a
function.
Activities
Review Quiz 6 [Google Forms]
Supplemental Content
Check more online tools in Introduction to Engineering website [ link ]
References
Octave. (n.d.). Retrieved August 9, 2020, from http://techteach.no/octave/course/
Long, P. J. G. (2005). Introduction to Octave.
http://www-mdp.eng.cam.ac.uk/web/CD/engapps/octave/octavetut.pdf
GNU Octave (version 5.2.0). (n.d.). Retrieved August 9, 2020, from
https://octave.org/doc/v5.2.0/index.html#SEC_Contents
…
Questions
1. Summarize very briefly what is Engineering. What specialized area within this
discipline interests you the most? Explain why.
2. Research and discover one engineer (past or present) working or educated in this
discipline (or any discipline) from BatStateU, and summarize briefly who he or she
is/was, and what they have accomplished.
3. Distinguish between knowledge, experience, and intuition. Discuss briefly why taking
courses outside of math/science/engineering is important to your education. Give an
example of a non-technical course you have already taken, or one you plan to take, that
you think will be especially relevant and useful to you as an engineer.
Republic of the Philippines
BATANGAS STATE UNIVERSITY
Pablo Borbon Main II
Batangas City
ACTIVITY GUIDE
Learning Outcome:
▪ Apply POEMS observation technique as one of the tools for empathy study
Objective:
The specific goal for this exercise is:
▪ Empathy: introduce observation as a tool to develop empathy with the community; differentiate
between observations & judgment/inference.
Activity Task:
This is synchronous and individual activity; the course facilitator will be showing a picture to the
students.
The class will be given 5 minutes to observe the photo and list down their observation on the attached
POEM Template/ Observation Worksheet.
After 5 minutes the students will turn in their Google Docs.
The course facilitator will let students present their observation in the class.
Assessment:
This activity is ungraded but students are highly encouraged to join the activity to develop
understanding in the concept of empathy.
( List main groups of (List down those (Describe the (What are the (List down the
people/ Identify the objects you see) surroundings, the messages services offered and
people in the photo/ features) communicated; how; available)
characterize them or what are the
with their gesture, messages implied)
attire, color, race, etc)
ACTIVITY GUIDE
Learning Outcome:
▪ Cite multiple ideas and ask students to think out of the box.
Objective:
The specific goal for this exercise is:
▪ Ideation: introduce students to the concept of ideation and encourage them to think outside the box.
Activity Task:
This is synchronous and individual activity; the course facilitator will be showing an item to the
students.
The class will be given 5 minutes to think and come up with 100 other uses of the item.
After 5 minutes the students will turn in their Google Docs.
The course facilitator will let students present their idea in the class.
Assessment:
This activity is ungraded but students are highly encouraged to join the activity to develop
understanding in the concept of ideation
.
Item: ___________________________________
Take a photo of your output
Republic of the Philippines
BATANGAS STATE UNIVERSITY
Pablo Borbon Main II
Batangas City
PROJECT BRIEF
Project Title: ELA 2 - Application of Design Thinking
Team Name: _________________________________
Team Leader: __________________________________________________________
Team Members: ___________________________________________________________
____________________________________
___________________________________________________________
Section: _________________________________
Learning Outcomes:
▪ Use the design thinking process to create an effective need statement as a result of empathy,
and design, build, test, and analyze a simple prototype product that addresses realistic
constraints and system requirements, while using basic project management techniques.
▪ Develop professional behavior in the areas of punctuality, time management, and meeting
▪ Present the concept or idea into a prototype thru available tools such as Tinkercad, Sketch up
and other tools available for use incorporated in a project report and multimedia
presentation. Technical communication guidelines which include formatting, explaining
and justifying aspects of the project must be followed.
▪ Evaluate the quality of their work and the work of others through self and peer assessment.
Objective:
The specific goals for this exercise are:
▪ Exercise and reinforce team skills: cooperation, delegation
▪ Conduct and appreciate empathy through interviews.
▪ Document ideation process assisted by tools such as jamboard, from initial brainstorming,
finalizing the need statement, and exploring options as a solution to the need established.
▪ Build, test, redesign prototype as necessary
▪ Present prototype for testing and evaluation by peers as well as a report for the entire project.
Project Requirement:
You will work on this task by group, with a set of group members your Instructor may
assign as she/he sees appropriate. Each group shall not have more than five members.
Ideate: Brainstorming on the potential solutions for the generated need statement.
1. Discuss (in and with the group) potential solutions for the formulated need statement
from the interview and transcribing activity. Brainstorm and build on ideas of each
other. You can still use Jamboard during the brainstorming activity of your group.
2. Then evaluate them and select the best possible design concept.
Presentation:
1. Presentation of the group output will be a week after the instruction from the
interview and the whole activity was provided by the course facilitator.
2. The presentation may be actual (live) and synchronous, or may be a recorded video
prepared by each group and submitted through the google classroom, as what your
course facilitator may see appropriate for the class.
3. The maximum time for the video is three(3) mins per team covering how you worked
as a team, the considerations and key decisions you made to arrive on the project for
presentation.
4. A one-page individual report is to be submitted on a given due date.
Assessment: This project shall be graded based on the following: Project Output, Video
Presentation, and Individual Written Report. This activity would include Self and Peer
Assessment. The distribution of marks for the various project output is contained in Table 1.
Rubrics will be used for video presentation, individual written report and peer and self-
assessment.
Your team may receive points for the following:
▪ Creativity: Up to 20 points for creativity in the design and use of materials
▪ Teamwork: Up to 20 points for how well your team works together.
Note: This is an asynchronous mode activity, students are not required to meet face to face to perform this activity. Online
collaboration tools will be used. This activity does not also encourage any students to go out to conduct the interview, or even
during the testing phase. They may resort to doing interviews online or seek help from family members for the testing part.
Republic of the Philippines
BATANGAS STATE UNIVERSITY
Pablo Borbon Main II
Batangas City
PROJECT BRIEF
Project Title: ELA 3 - Engineering Design Process: Car Design Challenge
Team Name:
Team Leader:
Team Members:
Section:
Learning Outcomes:
▪ Use the engineering design process to create effective problem statements, and design,
build, test, and analyze a simple prototype product that addresses realistic constraints and
system requirements, while using basic project management techniques.
▪ Develop professional behavior in the areas of punctuality, time management, and meeting
▪ Write a project report and create a multimedia presentation to develop written and oral
communication skills following technical communication guidelines which include
formatting, explaining and justifying aspects of the project.
▪ Evaluate the quality of their own work and the work of others through self and peer
assessment.
Objective:
The specific goals for this exercise are:
▪ Exercise and reinforce team skills: cooperation, delegation
▪ Design a working vehicle, adhering to strict materials constraints
▪ Document your design process, from initial brainstorming through final testing and
evaluation.
▪ Build, test, redesign your vehicle as necessary
▪ Present your vehicle for testing and evaluation by your peers
Project Requirement:
You are tasked with designing and constructing a functioning vehicle, using only the assigned
materials. Your final production model vehicle will be tested for speed and durability.
▪ There are no aesthetic constraints on your vehicle, but it must be recognizable as a car,
and must roll on at least 4 wheels.
▪ A team member may initiate the motion of the vehicle or device but may not provide
forward momentum.
▪ Material Constraint, use only the following materials:
o 1 500ml empty plastic bottle
o 4 bottle caps
o 2 rubber bands
o 1 straw
o 1 balloon
o 12 in. of string
o 6 in. of masking tape
Scope:
To meet the project requirements, you will need to:
▪ Form a work team of four or five, using only the materials provided, design and build a
vehicle that will move as far as possible. A team member may initiate the motion of the
vehicle or device but may not provide forward momentum.
▪ Brainstorm: Assign a recorder for your group. As a team, brainstorm as many ideas for
your device/vehicle as possible as the recorder documents your ideas. Use online
collaborative tools, Google Docs, Google Drawings, Jamboard etc. Be sure to share your
materials to your course facilitator. You may not alter or connect any of the materials in
any way during this phase. Select one of your sketched ideas to pursue.
▪ Build: Build your device. One member will be assigned to build the vehicle based on the
agreed idea.
▪ Test: Test your vehicle and check for possible improvement.
▪ Redesign: Make revisions to your device based on the results of your testing.
▪ Present: The total distance and elapsed time will be video recorded.
Present your project work experiences via video presentation (group output) maximum
of 5 minutes. Your presentation must clearly communicate how you:
o Worked as a team (e.g., challenges faced and how they were tackled, etc)
o Key decisions made (what basis and how these are decided) concerning the design
and production of your vehicle
▪ Individual report should be prepared and submitted on the given due date.
Assessment:
This project shall be graded based on the following: Project Output, Video Presentation, and
Individual Written Report. This activity would include Self and Peer Assessment. The distribution
of marks for the various project output is contained in Table 1.
Rubrics will used for video presentation, individual written report and peer and self-assessment.
Your team may receive points for the following.
▪ Creativity: Up to 20 points for creativity in the design and use of materials
▪ Teamwork: Up to 20 points for how well your team works together
▪ Performance: 1 point for each foot that the vehicle moves
Table 1. Project Output
Note: This is an asynchronous mode activity, students are not required to meet face to face to perform this activity. Online
collaborative tools will be used. This activity does not also encourage any student to go out to obtain materials needed in
this activity.
Republic of the Philippines
BATANGAS STATE UNIVERSITY
Pablo Borbon Main II
Batangas City
PROJECT BRIEF
Project Title: ELA 4 - Engineering Design Process: Ready, Set, Eat – Race EAT
Team Name:
Team Leader:
Team Members:
Section:
Learning Outcomes:
▪ Use the engineering design process to create effective problem statements, and design,
build, test, and analyze a simple prototype product that addresses realistic constraints and
system requirements, while using basic project management techniques.
▪ Develop professional behavior in the areas of punctuality, time management, and meeting
▪ Write a project report and create a multimedia presentation to develop written and oral
communication skills following technical communication guidelines which include
formatting, explaining and justifying aspects of the project.
▪ Evaluate the quality of their own work and the work of others through self and peer
assessment.
Objective:
The specific goals for this exercise are:
▪ Exercise and reinforce team skills: cooperation, delegation
▪ Design a working vehicle, adhering to strict materials and budget constraints
▪ Document your design process, from initial brainstorming through final testing and
evaluation
▪ Build, test, redesign your vehicle as necessary
▪ Present your vehicle for testing and evaluation by your peers
Project Requirement:
You are tasked with designing and constructing a functioning vehicle, using only edible building
materials. Your final production model vehicle will be tested for speed and durability, then
devoured in its entirety.
▪ There are no aesthetic constraints on your vehicle, but it must be recognizable as a
vehicle, and must roll on 3 wheels.
▪ There is no size constraint on your vehicle, but it must be able to navigate the test course
ramp and straightaway. (Test course ramp 12 inches wide with 20 degrees angle of
elevation)
▪ There is no weight constraint on your vehicle, but the whole vehicle should be consumed
after testing.
▪ The vehicle must be 100 % edible, including all adhesives and fasteners. Nothing inedible
may be used. You may not use items which are technically edible, but which are not food.
For example, you might be willing to eat a bit of paper and it won’t harm you, but paper is
not food. Neither are raw potatoes.
▪ Vehicle should not be expensive. This means you probably should check your budget for
your materials. Total budget should not exceed P50.00. Select your materials carefully.
Material details should be reflected in the Bill of Materials.
▪ Vehicle construction. Any members may have built one or more prototypes to test. All
prototypes should undergo the design process and approved by the team. The team will
decide their final design.
▪ You must eat 100% of your vehicle after it has been tested. Select your materials carefully.
Scope:
To meet the project requirements, you will need to:
▪ Form a work team of 5 members and organize the necessary activities you will need to do
to complete the vehicle according to the specifications provided.
Note: it is important that your team identifies clear roles and responsibilities, distributing
and coordinating various tasks appropriately, and able to operate as a high performing
team
▪ Spend time thinking about the problem and seeing if it’s ever been solved before. Students
will be required to use Google chat during their brainstorming. This will be also a good
venue for exchanging ideas, and making collaborative sketches using Google Docs and
Google Drawings. The team leader should create a “Room”, the room should be renamed in
the format SECTION_GRP# ex. ECE1101_GRP1. The team leader will add all the members
and course facilitators in the group. (Google chat available both in web browser and mobile
app).
▪ Brainstorm ideas with your team, make sketches and notes. (Use Google Docs,
Jamboard, Google Drawings or Keep as collaborative tools be sure to share it to your
course facilitator.
▪ Check materials available at home and how much it costs. Stay within a budget of P50.00.
▪ Fabricate a prototype made of listed material any member can do the fabrication as long
as the approved plan was followed.
▪ After the fabrication, the team should evaluate their prototype for possible redesigning
▪ The group will choose their final design to be tested and consume (the member who will
fabricated should build the test ramp and should consume the vehicle).
▪ The total distance and elapsed time will be video recorded.
▪ Present your project work experiences via video presentation (group output) maximum of
5 minutes. Your presentation must clearly communicate how you:
o Worked as a team (e.g., challenges faced and how they were tackled, etc)
o Key decisions made (what basis and how these are decided) concerning the design
and production of your vehicle
▪ Individual report should be prepared and submitted on the given due date.
Assessment:
This project shall be graded based on the following: Project Output, Video Presentation, and
Individual Written Report. This activity would include Self and Peer Assessment. The distribution
of marks for the various project output is contained in Table 1.
Rubrics will used for video presentation, individual written report and peer and self-assessment.
Note: This is an asynchronous mode activity, students are not required to meet face to face to perform this activity.
Online collaborative tools will be used. This activity does not also encourage any student to go out to obtain materials
needed in this activity.
Republic of the Philippines
BATANGAS STATE UNIVERSITY
Pablo Borbon Main II
Batangas City
ACTIVITY GUIDE
Learning Outcomes:
▪ Appreciate pitching as a tool students can use any where and anytime, from school upto
landing a job.
▪ Develop confidence among students on presenting their selves and their idea.
▪ Develop oral communication skill through idea pitching
Objective:
The specific goals for this exercise are:
▪ Formulate a working idea sufficient enough to convince target audience to act on it or to see
the value of the idea.
▪ Present the idea on a given time limit
Attribute 1 2 3 4 5
Disjointed Concepts and ideas
Disorganized Smooth flow
presentation with are Exceptionally
Organization presentation of ideas with
vague development relevant with some well-organize
and Flow (2) that shows no clear
of concepts and efforts d
connection. transitions
ideas
Reasonable Information is
coverage with a complete and
Shallow Incomplete
few essential points Detailed well
presentation coverage with
Content (2) left out. coverage of the supported,
with many many essential
Able to support topic conveying
errors information left out
with some evidence deep
and references. understanding.
Superior
Clear, continuous Very good
Unintelligible presentation,
Monotonic with presentation with presentation,
with full of maintained
Presentation some distracting no distracting maintained
distracting eye contact
mechanics (1) mannerisms and mannerisms, eyes contact
mannerisms and with all
poor eye contact maintained eye with
no eye contact segments of
contact audience
the audience
Time (1) > 60 seconds 60 seconds < 60 seconds