Title: CDIO Activities in Unified Engineering
1CDIO Activities in Unified Engineering
2Today
- Unified Engineering
- System Problems
- Concepts we teach
- Teamwork
- The CDIO Aerial Competition
- Comments
3Unified Engineering Structure
- 4.5 Disciplines
- Materials Structures
- Dynamics
- Thermodynamics Propulsion
- Fluids
- Signals and Linear Systems
- Plus System Problems
- 4 subjects worth of time
- 2 Fall 2 Spring
- http//web.mit.edu/16.unified/www/
4Structure of System Problems
2.5 Professional Skills
2.4 Personal Skills
3.1Teamwork
2.1 Problem Solving 2.2 Knowledge
Discovery 2.3 System Thinking
3.2 Communication
5Fall 2001 System Problem Objectives
- Formulate multi-disciplinary models.
- Plan and conduct experimental investigations.
- Use models to evaluate designs.
- Evaluate and explain the effects of engineering
in a wider social context. - Communicate engineering results in oral
presentations and written reports - Objectives are to be achieved through class
assignments
6Spring 2002 System Problem Objectives
- Apply lecture disciplines to CDIO of an aerospace
system. - Develop engineering design, reasoning, teamwork,
and communication skills. - Develop engineering product development skills.
- Measure and meter assignments to avoid past
student time over runs. - HAVE FUN!
- Objectives are to be achieved through class
project
7System Problem Assignments
Fall 2001
Spring 2002
8CDIO Educational Spiral
16.8X
16.62X
R/C Aircraft
Rocket
Glider
16.00
92002 Requirements and Resources
- Develop a system to participate in an aerial
competition - System must be ready by late April 2002 - early
May 2002 - Fly two laps empty and then as long as possible
with egg payload - Dont crack or break egg during handling,
loading, flight, landing - 5 people, 9 weeks, 4hrs/person/week, kit,
supplies, flight training
10Kit Diversity Aircraft Dragonfly
http//www.flydma.com/old/planes.html
11Spring 2002System Problem Process
- Flying lessons in Fall01 and Jan02.
- Gave kit and offered flying lessons.
- Assembled and flew kit. Took data.
- Modify design to meet functional requirements.
- Build.
- Test.
- Fly in pre-competition and competition.
12Spring 2002System Problem Schedule
13CDIO
Mens et Manus Conceive, Design Implement, Operate
14Systems
- People,
- Product,
- Process
- Deliver
- functionality
15CDIO
- Groups of people
- conceive
- design
- implement and
- operate
- systems
16CDIO
- Getting groups
- of people to
- conceive
- design
- implement and
- operate
- systems isnot easy
17Keys for Success
- Project Mgmt
- Time
- Resources
- Risk
- Teamwork
- Communication
- Coordination
- Roles Responsibilities
- Motivation!
- Tools
- Comm Plan
- Roles Resp
- Ground Rules
- Effective Mtgs
18Teamwork
19Teamwork Communication Plan
- Communication Plan
- Where is everyone?
- How can I contact you?
- What is the best way to contact you?
- When are you available?
- How are we all going to keep in touch?
- Where is our project information going to be
stored?
20Teamwork Roles ResponsibilitiesGround Rules
- Roles Responsibilities
- Who is doing what?
- Ground Rules
- How do we interact with each other?
- How are we going to treat each other?
- Any undisclosed assumptions about behavior?
- How would I like for you to communicate with me?
- Roles decided at beginning of meeting
- Be on time for arrival and breaks
- Be prepared for discussion and decisions
- Dont shoot the messenger
- Turn your cellular phone off
21Teamwork Effective Meetings
- Effective Meetings
- Never meet without an agenda!
- If you are meeting w/o an agenda make one up
first thing! - Try facilitation.
- Assign facilitator, note taker, and timekeeper
for every meeting. - Rotate responsibilities!
- Keep it simple!!
22Expectations
- We decided we'd try doing without a
"facilitator", "time-keeper", and "note-taker"
for now and see how it goes. If meetings aren't
being productive, we can always add them in
later, but we don't think we'll need them for
now. - The main expectation/assumption we came up with
was that everyone should show up on time to our
meetings.
23Expectations
- We expect from each member not only to put in the
required amount of work each week but to follow
through with what they say they will do, respect
team members, and be able to trust each member of
the team. - We decided as a team that winning isnt
everything, we will give winning a fair shot, but
do not expect to say up nights, and burn
ourselves out in order to win.
24Ground Rules in Action
- Communication
- Youre ugly.
- I feel that you are communicating in an
insulting manner. - Okay, I feel that you are ugly.
- Thats much better.
25Teamwork
26When its good
- I am so proud of our plane and my group! We make
an excellent plane that actually flew and we were
able to keep our sanity throughout it all. We
didnt fight (too much) and I made some really
great friends. ? So our plane didnt carry as
much payload as we expected it to, but it flew
happily and I was happy with it.
27When its good
- Yes Im proud of the system, especially the
ability of our team to work together to
accomplish what we set out to do. We could have
spent a little more time but instead we decided
to stay sane. That was also a primary goal, and
Im glad we ended up not being at each others
throats.
28When its good
- I believe that as a team we worked extremely well
together. We were tolerant with each other,
always trying to maintain constructive criticism
and respect each others opinion, in every
situation. We learned to depend on each other
very much and had to pull each other out of the
hole
29When its bad
- Uh, you have to ask? Group dynamics.
30When its bad
- There were frustrating momentsThe dynamic of my
group when we sat together to do a System Problem
did not work the way I like. Basically it was a
disorganized meeting, with everybody giving ideas
but without really reaching a consensus. We could
spend 1 or 2 hours without doing any productive
work
31When its bad
- When we had to divide up the work on the design
problems, it seemed like we all just did our
stuff and attached it in one ugly mess to turn
itAnother period of unorganization was
building the plane. We never knew exactly when we
were going to meet.I guess thats more of a
problem of communication, though
322001 Requirements and Resources
- Develop a system to participate in an aerial
competition - System must be ready by early May 2001
- Fly four laps two empty and two with payload
- Complete laps in shortest time
- Carry as much weight as possible
- 5 people, 9 weeks, 4hrs/person/week, kit,
supplies, flight training
33- Systems
- people,process,product
34(Mis) Communication
35(Mis) Communication
36(Mis) Communication
37Communication
- What was the most gratifying or professionally
satisfying part of the project? - Winning, especially when no one else believe we
could.
382001 Requirements and Resources
- Develop a system to participate in an aerial
competition - System must be ready by early May 2001
- Fly four laps two empty and two with payload
- Complete laps in shortest time
- Carry as much weight as possible
- 5 people, 9 weeks, 4hrs/person/week, kit,
supplies, flight training
392001 Metric
- Metric
- L1 L2/(1mp/ma)L3
- L1 empty lap time sec
- L2 weighted lap time sec
- mp/ma mass of payload/mass of empty aircraft
- L3 pit crew time and/or repair time. 3min max
regardless of actual. sec
402001 Performance
41 2001 Performance
422002 Performance
432001 and 2002 Performance
Lesson Learned Teaching the 0 is important!
442001 and 2002 Performance
45Comments
- Hands-on activity increases understanding and
motivates learning! - Activities need to evolve to include software,
autonomy, and communication. - Some faculty have questions about the long term
educational value of these activities... - ... Some do not! ?
46Observations
- Hard to beat a good design (even if you are
smart!) - Delivering systems is tough!
- Teaching the 0 is nontrivial and important!
- You only learn systems by doing
- You only learn teamwork by doing
- Focus less on product its a system!
- No one best way to deliver functionality
- Engineering is a people activity!
47Closing Quote
- What was the most gratifying or professionally
satisfying part of the project? - Winning, especially when no one else believe we
could.
48Systems
- People
- Product
- Process
- Deliver
- Functionality!
492001 System Problem Pictures
502001 System Problem Pictures
512001 System Problem Pictures
522001 System Problem Pictures
532001 System Problem Pictures
542001 System Problem Pictures
552001 System Problem Pictures
562002 System Project Pictures
572002 System Project Pictures