Title: Silicon Prairie Initiative on Robotics in Information Technology
1Silicon Prairie Initiative on Robotics in
Information Technology
2Problem Definition 1. Clarify objectives 2.
Establish user requirements 3. Identify
constraints 4. Establish functions
Client Statement (Need)
Conceptual Design 5. Establish design
specifications 6. Generate alternatives
Design Process
Preliminary Design 7. Model or analyze design 8.
Test and evaluate design
Detailed Design 9. Refine and optimize design
Final Design (Fabrication Specs Documentation)
Design Communication 10. Document design
3Convergent (left brain) and Divergent (right
brain) Thinking
4Heuristics
- A heuristic is anything that provides a plausible
aid or direction in the solution of a problem. - Heuristics are usually unjustified and
potentially fallible. - Engineering design is the use of heuristics.
- Heuristics are used to cause the best change in a
poorly understood situation within the available
resources.
5Sample Engineering Heuristics
- Rules of Thumb and Orders of Magnitude
- Attitude-Determining Heuristics
- Risk-Controlling Heuristics
- Resource Allocation Heuristics
- Miscellaneous Heuristics
6Rules of Thumb
- Ambient temperature 20? C
- Air 80 nitrogen, 20 oxygen
- Forward biased diode voltage 0.7 V
- LED 1.5V
- One gram of uranium gives one mega-watt day of
energy - Building construction scales as the price of meat
- Screws have a point, bolts are flat
7Attitude-Determining Heuristics
- Quantify or express all variables in numbers
- Always give an answer
- Work at the margin of solvable problems
8Risk-Controlling Heuristics
- Make small changes from previous successful
solutions. - Always give yourself a chance to retreat.
- Use feedback to stabilize a design.
9Resource Allocation Heuristics
- Allocate sufficient resources to the weak link.
- Allocate resources as long as the cost of not
knowing exceeds the cost of finding out. - At some point in the project, freeze the design.
10Miscellaneous Heuristics
- Break complex problems into smaller, more
manageable pieces. - Design for a specific time frame.
- Always make the minimum decision.
11Problem Definition
- Methods
- Objective Tree
- Pairwise Comparison Chart
- Weighted Objectives Tree
- Function-Means Tree
- Functional Analysis
- Requirements Matrix
- Means
- Literature Review
- Brainstorming
- User Surveys and Questionnaires
- Structured Interviews
12Building an Objectives Tree
13Building an Objectives Tree
14Functional Analysis
- What does the design DO?
- What functions must be performed to realize the
objectives? - Put the language of the client and users into the
language of the engineer. - Put things into terminology that helps to find
ways to meet objectives. - Use terminology that can be used to measure how
well the objectives have been met.
15What are Functions?
- A relationship between independent variables
(inputs) and response or dependent variables.
(outputs) - Mathematics
- Business Management Theory
Transformation function
16Black and Glass Boxes
- Like the mathematical and management models -
relate the inputs to the outputs - All ins and outs must be specified
- What happens to each input?
- Where does the output come from?
- Remove the cover to see what's going on inside.
Black Box
17Black Box of a Radio
18Radio Glass Box(the cover has been removed)
19Function-Means Tree
- A graphical representation of the design's basic
and secondary functions - Alternating levels of function and means
- Begins the process of association of what must be
done and how we might do it. - Can be used to separate and sort secondary
functions associated with the design.
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21Heuristics
- A heuristic is anything that provides a plausible
aid or direction in the solution of a problem. - Heuristics are usually unjustified and
potentially fallible. - Engineering design is the use of heuristics.
- Heuristics are used to cause the best change in a
poorly understood situation within the available
resources.
22Conceptual Design Finding a Feasible Concept.
- Break down the overall problem into subproblems.
- Find solutions to each subproblem
- Combine the subproblem solutions.
- The aim is to start with the project definition
and generate as many ways as possible of solving
the problem. - Then select the most promising ideas that meet
the design specification.
23Conceptual Design
- Methods
- Performance Specification Method
- Quality Function Deployment (QFD)
- Morphological Chart
- Means
- Brainstorming
- Synectics and Analogies
- Benchmarking
- Reverse Engineering (Dissection)
24Convergent (left brain) and Divergent (right
brain) Thinking