MORT DESIGN TEAM - PowerPoint PPT Presentation

1 / 18
About This Presentation
Title:

MORT DESIGN TEAM

Description:

Design evaluation: user testing, usability inspection, walkthroughs ... 1. After down load of game, and rules and regulations are all common knowledge. ... – PowerPoint PPT presentation

Number of Views:72
Avg rating:3.0/5.0
Slides: 19
Provided by: wmcg
Category:

less

Transcript and Presenter's Notes

Title: MORT DESIGN TEAM


1
MORT DESIGN TEAM
  • OUR DESIGN PROCESS

2
WHAT IS THE DESIGN TEAM?
What revolves around Design team decisions
3
DESIGN 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
4
HOW CAN YOU PREPARE YOURSELF TO BE ON DESIGN TEAM
5
DESIGN TEAM CALENDAR
6
DESIGN SCHEDULE FOR MORT BUILD SEASON
7
THE 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

8
Design 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

9
Design 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

10
Design 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).

11
Design 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.

12
How 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

13
HERE ARE THE DOFS FROM EACH FRC CONTEST
14
(No Transcript)
15
Design 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!!!

16
Tools to make Design Presentations more
effective.
Sketching
Knex
Google Sketch
NXT/Legos
Auto cad
Foamboard
Robix
17
MORT 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

18
MORT 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.
Write a Comment
User Comments (0)
About PowerShow.com