Title: MORT DESIGN TEAM
1MORT DESIGN TEAM
2WHAT IS THE DESIGN TEAM?
What revolves around Design team decisions
3DESIGN TEAM REQUIREMENTS
AFTER SPECIFIC SKILL SETS THIS IS THE MOST
IMPORTANT TRAIT. IT INCLUDES RECOGNIZING THE
TEAM GOALS OVER INDIVIDUAL ONES. THIS PART OF
BEING ON THE TEAM WILL BE HELD UP TO THE HIGHEST
REGARD
EXHIBITED TIME AND EFFORT TO ROBOT DESIGN AND
MAINTENANCE
POSSESS A SPECIFIC SKILL NECESSARY TO BUILD
PROCESS
HAS SPECIFIC ABILITY TO CONVEY BUILDING
PROCESS IDEAS THROUGH A VARIETY OF VENUES
4HOW CAN YOU PREPARE YOURSELF TO BE ON DESIGN TEAM
5DESIGN TEAM CALENDAR
6DESIGN SCHEDULE FOR MORT BUILD SEASON
7THE DESIGN PROCESS
- Iterative design
- The idea that design should be done in
repeated cycles where, in each cycle, the design
is elaborated, refined, and tested, and the
results of testing at each cycle feed into the
design focus of the next cycle. - At kickoff, identify a vision of what our
robot would look like on the Einstein Field in
Atlanta, then - Prioritize strategies, combine similar
strategies and then start design cycles. The
following four slides are four different ways to
cycle information from one level of competency to
another.from good physics, to good testing, to
good integration and testing
8Design Process
- 1. Design-prototype-test cycle
- A design process methodology of driving
changes in design through successive
instantiations of the design that are evaluated
through some type of user testing, user feedback,
or inspection technique. - design - generate ideas, analyze, and create
solutions - prototype - envision the design by creating an
instantiation of it, whether through a paper
prototype or a functional system - test - evaluate the prototype. uncover bugs.
uncover usability problems. - go back to step 1 - using the evaluation,
redesign and improve the design -
9Design Process
- Pervasive usability
- A principle of design that advocates the
application of usability methods in every stage
of the design process. Some of the primary stages
of design, and some example usability techniques,
are - Information gathering
- Task analysis, cognitive modeling
- Design generation mockups, information
architecture, prototyping, brainstorming - Design evaluation user testing, usability
inspection, walkthroughs - Production iterative design
- Validation field testing, competitive user
testing, stress testing
10Design Process
- Prototyping
- The development of incomplete
representations of a target system for testing
purposes and as a way of understanding the
difficulties of development and the scale of the
problem. - Prototyping is an essential element of an
iterative design approach, where designs are
created, evaluated, and refined until the desired
performance or usability is achieved. Prototypes
can range from extremely simple sketches
(low-fidelity prototypes) to full systems that
contain nearly all the functionality of the final
system (high-fidelity prototypes).
11Design Process
- Spiral Model
- A classic approach to project management.
The spiral model is an iterative approach that
begins by developing basic requirements, building
small simple prototypes, evaluating those
prototypes, and then expanding into refined
requirements and consecutively larger prototypes,
until a complete deliverable product is created.
Prior to the final product, each prototype is
deliberately built with the expectation that it
will be thrown away.
12How to start our design cycles
- 1. After down load of game, and rules and
regulations are all common knowledge. We, as a
design team go from a Vision of a Championship
robot to a common understanding of the strategy
robot we want. - 2. Once a strategic robot is decided,
IDENTIFY FOUR MOVEMENTS LERT - LINEAL-ANY MOVEMENT ALONG A STRAIGHT LINE WITH
THE EXCEPTION OF ANY REACHING OUTSIDE
FOOTPRINT. - EXTENSIONAL- THE REACH OF THE ROBOT
- ROTATIONAL-IF THE MOVEMENT INCREASES THE WORK
ENVELOPE AND CAUSES THE END OF THE ARM TO FORM AN
ARC IT IS ROTATIONAL MOVEMENT. - TWISTING-A TURN ABOUT THE CENTER POINT. IF THE
MOVEMENT DOES NOT CREATE A LARGER WORK ENVELOPE
IT IS A TWIST. PITCH AND YAW ARE ROTATIONAL, BUT
THE ROLL MOVEMENT IS AN EXAMPLE OF A TWISTING
MOVEMENT - THEN BASED ON YOUR STRATEGIC WORK
ENVELOPE, DECIDE ON THE NUMBER OF DEGREES OF
FREEDOM YOU NEED. TRY TO MINIMIZE SUB-MOVEMENTS
IN THE MANIPULATION OF YOUR END-EFFECTOR.NEXT,
IS MATCHING UP SUB-GROUP DESIGNS TO DEGREES OF
FREEDOM NEEDS
13HERE ARE THE DOFS FROM EACH FRC CONTEST
14(No Transcript)
15Design Process
- Identify all phases of game scoring matrix
- Identify all strategies possible in game
- Prioritize strategies from a championship
perspective - Combine, if possible, common strategies
- Decide on strategy robot
- IDENTIFY DOFs
- MODEL, PROTOTYPE FROM SMALL WORK ENVELOPES TO
LARGER ROBOTICS SYTEMS - INTEGRATE ALL SYSTEMS LOGICALLY
- .Assume all strategies can be built!!!
16Tools to make Design Presentations more
effective.
Sketching
Knex
Google Sketch
NXT/Legos
Auto cad
Foamboard
Robix
17MORT DESIGN TEAM TIME LINE OF ENGAGEMENT
- January 5th kickoff
- January 6th initial meeting after vision robot
- January 7th-? Strategy robot large and small
group meetings - January ?-Democratic vote on final strategies
- January ?-? Modeling, prototyping, integration
- Nightly meetings on systems integration
18MORT Systems Integration
All sub-groups must be constantly met with during
6-week build season to make sure all design
cycles are meshed towards deliverables.
Design team must make decisions to make sure
that each sub-group understands how they
interface with other sub-groups during build
season.