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Design Fundamentals Foundation Concepts for Teaching Problem Solving The Model #302 telephone was the standard for forty years. How long will this one.

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Presentation on theme: "Design Fundamentals Foundation Concepts for Teaching Problem Solving The Model #302 telephone was the standard for forty years. How long will this one."— Presentation transcript:

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3 Design Fundamentals Foundation Concepts for Teaching Problem Solving The Model #302 telephone was the standard for forty years. How long will this one last?

4 Engineering Design  “Design” is to Technology as “Inquiry” is to Science and “Reading/Writing” are to Language Arts  Design is the core problem solving process  Design problem solving extends learning beyond the classroom

5 The Design Loop Different tasks to be completed –Suggested, rather than prescriptive 1.Identify the problem 2.Investigating 3.Developing ideas 4.Refining the idea 5.Modeling/prototyping 6.Evaluating/assessing 7.Communicating

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7 1. Understand the Problem  Before attempting to solve the problem, we must: –Analyze the situation –Determine “what is the actual problem?” –Define the problem –Understand the problem

8 2. Investigate the Problem  Explore possible alternative solutions –Conduct research  Past experiences and knowledge  Observations (examine similar problems/solutions)  Discussions with people who have faced similar problems have faced similar problems (interviews, telephone calls, (interviews, telephone calls, e-mail) e-mail)  Search for new information (books, Internet, search of (books, Internet, search of similar products) similar products)  Explore community resources (shops, businesses, museums, (shops, businesses, museums, industries) industries)

9 3. Develop Ideas & Potential Solutions  Designers must ask questions –Brainstorm –Generate multiple ideas –Consequences (intended and unintended) –Identify alternatives –Consider constraints –Consider limits –Consider specifications –Consider risks/benefits

10 4. Refine & Detail Ideas  Sketches and drawings  Combining/separating ideas ideas  Assessing the potential of various ideas  Generating specifications  Idea selection  Creating working and final drawings

11 5. Mock-ups, Models & Prototypes  Planning (tools, energy, time, money)  Gathering materials and resources  Fabrication (models, prototypes)  Refinement  Testing

12 6. Evaluation & Assessment  Testing the solution –Did the product/system solve the problem?  Evaluating the process  What could be changed in the future?  Is the proposed solution the simplest possible?

13 7. Communication  Recording and presenting the idea –Drawings, sketches, graphs, materials lists  Documentation of: –Major steps –Materials/techniques used –Discarded ideas  Demonstration of proposed solution  Future changes/ideas

14 Characteristics of Successful Designs  Product Quality: Is it reliable? Does it meet the needs of the consumer?  Product Cost: Cost = Profit  Development Time: Time = Competitiveness  Development Cost: What was spent to develop the product?  Development Capability: Did the team learn something during the design process?

15 Challenges of Design  Trade-offs: What must be sacrificed?  Dynamics: Technologies improve, customer preferences change, competitors present challenges.  Details: Complexity vs. simplicity  Time: Decisions must be made quickly  Satisfying Needs and Wants: Individual and social  Team work: Must all contribute to the team

16 Applying Proven Solutions  We call it “problem solving,” but it is really a process of applying proven solutions from our memory of experiences! –Allows the student to begin building that mental warehouse!

17 What do students learn by solving design problems?  Contributing to the team  Strategies for conducting research and solving problems  Techniques for making models and prototypes  Methods for assessing their own work  Techniques for communicating team process and results team process and results

18 Methods Used to Deliver Engineering Design  Engineering design is delivered in the classroom using technological problem solving. –Invention/Innovation –Research and Development –Experimentation –Troubleshooting –Design Problem Solving

19 Why use Design Activities?  Reinforces course content  Forces students to apply recently learned information (to solve a real problem)  Requires clear written/oral communication  Requires team work (cooperation)  Welcomes curiosity/rewards creativity  Does not emphasize memorization

20 Role of the Instructor During Design Activities  Providing the foundation for learning  Determining content  Developing design problems for solving  Asking probing questions  Serving as a resource person  Facilitating cooperation among teams

21 An Iterative Process  Created to “structure thinking” at various stages  As children become more familiar, “short-circuiting” is promoted  Slavish adherence to the model is may impede learning for advanced students

22 Design/Evaluation Considerations  Aesthetics and appearance  Elements of visual design –Point, line, shape, form, texture, color  Proportion  Balance  Harmony and contrast  Texture/Surface

23 Design/Evaluation Considerations (continued)  Pattern  Ergonomics  Size (anthropometrics, norms, standardization)  Movement  Senses (size, shape, form, heat/cold, noise, vibration, visual elements

24 Students will be Required to Build Models  Various types of Models: –Physical (cars, buildings, products) –Conceptual (family tree, food pyramid, football diagram) –Theoretical (Ohm’s Law, Law of the lever, Principle of supply and demand)

25 Different Physical Models  Functional Models: –Used to determine whether an idea will work –Little concern for appearance –Helps designer see in 3 dimensions –Utilizes any material available  Cardboard, discarded food containers, used packaging materials, paper Mache, foam board, clothe. –Helps demonstrate a principle

26 Physical Models (continued)  Appearance Models: –Used to show what an object will look like when complete  Product models: Illustrate what a product will look like.  Interior models: Illustrate how a space might look  Architectural models: Illustrate how a building might look how a building might look  Materials used in appearance models are typically not the same models are typically not the same as the finished product. as the finished product.

27 Physical Models (continued)  Production Models: –A master copy used to represent all specifications of a final product –When a product is produced in quantity –Molds and dies made directly from the production model –Used in the automobile industry

28 Physical Models (continued)  Prototype: –Advanced form of model-making –As close to the finished form as possible –The final models used to test the product prior to full production –Used to “work the bugs” in a new product –Provides insights into the look and feel of the product –Useful in designing the production process necessary to produce the product

29 The Progression of Design

30 Toasters of the Future?

31 Limits on Design

32 Form Follows Function!

33 Design Reflects the Era

34 Design Reflects Changes in Technology

35 Design Reflects Changes in Culture

36 Design Reflects Changes in Consumer Expectations

37 Some Design Changes Aren’t Accepted!

38 Which of these Concept Cars will be Accepted?

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