Design cycle Define the new problem Examine the possibilities Design a solution Create the design Test the design Exit with solution.

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Presentation transcript:

Design cycle Define the new problem Examine the possibilities Design a solution Create the design Test the design Exit with solution

Define the new problem When starting to create a new competition robot ● Spend time understanding the game and develop your game plan ● Spend time reviewing the game rules and robot rules ● When a design tests fails ● Be careful to define the new problem (for example it could be something as simple as a low battery)

Examine the possibilities For a new competition design ● Consider offensive play ● Consider defensive play ● Look at past robot designs ● Brainstorm and rate possibilities ● For working on the solution to improve design ● Analyze what the issue is ● Look for the obvious ● Use the process of elimination

Design a solution ● Hand sketches ● Computer assisted design packages such as Autodesk Inventor or Solid works, Most VEX parts have part files already on the VEX site. Autodesk InventorSolid works VEX site ● Paper, cardboard, or project board models ● Use actual game pieces ● Build life-size mockup of field elements ● Keep in mind things need to be repaired quickly during competitions – it is easy to bury key components (such as nuts and motor screws) ● Focus on the simple – score consistently and quickly, don't focus on the wow factor ● Be sure to follow game/robot rules

Create the design ● Divide up tasks between team members ● Make a time line (general rule: ¼ drive system, ¼ manipulators, ¼ programming, ¼ practice) ● Test the design continually, do not wait until complete entire design (you do not want to complete your drive system and discover you installed a bad motor or a servo in place of a motor.)

Test the design ● Test on same surface as playing field ● Test with actual game pieces ● If possible test with other robots to interact with ● Test on same dimension field as playing field

Exit to solution ● One of the hardest things is to exit the design/create phase ● Teams have a tendency to design/create until they ruin a good design ● Teams have a tendency to stay in the design/create phase “ to just improve it” at the cost of programming and practice time. ● Remember some of the most competitive robots are many times the ones the operators are well practiced and not over- designed!