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EDM - MODULE 1

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0% found this document useful (0 votes)
7 views

EDM - MODULE 1

Uploaded by

tagarmy252
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Engineering Design &

Modelling
June 2022- Dec 2022
UNit 2 Engineering Design Approaches

Unit 1 Design Process & Design Thinking For Innovation

Unit 3 Sustainable Design &


Communications

UNit 4 Metaphors and Prototyping


Materials and Modelling
Boomerang
Speciality :

Returns to thrower when thrown at


certain angles , wind direction, throwing
direction.

Its either two blade or triblade, made of


wood or carbon fiber or any other
material.
Dimensions
What's The Problem : Boomerang is 2000 Years Old Device

Boomerang Design Thrower is Problem


UNit 1:

Brand : Wicked Boomerang


Engineering Design Process
The engineering design process emphasizes
open-ended problem solving and
encourages students to learn from failure.
This process nurtures students’ abilities to
create innovative solutions to challenges in any
subject!
The engineering design process is a series of steps that
guides engineering teams as we solve problems.
The design process is iterative, meaning that we repeat the
steps as many times as needed, making improvements along
the way as we learn from failure and uncover new design
possibilities to arrive at great solutions.
Engineering Design Process
A Automotive Traction and
Mobility Devices
Problem Formulation: Mindset About a Problem It should be
driven by bullocks only no need
for
1. Fuel
2. After Sales Service ??
3. Sustainable Solution
4. Self Driven ??
Step 1: Define. In this step,
students formulate what they
think about the problem. ...
Step 2: Ask. ...
Step 3: Imagine. ...
Step 4: Plan. ...
Step 5: Prototype. ...
Step 6: Test. ...
Step 7: Improve.
Ask: Identify the Need & Constraints

Engineers ask critical questions about what they want to


create, whether it be a skyscraper, amusement park ride,
bicycle or smartphone.
These questions include: What is the problem to solve?
What do we want to design? Who is it for? What do we
want to accomplish? What are the project requirements?
What are the limitations? What is our goal?
Research the Problem

This includes talking to people from many different


backgrounds and specialties to assist with researching what
products or solutions already exist, or what technologies might
be adaptable to your needs.
Imagine: Develop Possible Solutions

You work with a team to brainstorm ideas and develop as many


solutions as possible.
This is the time to encourage wild ideas and defer judgment! Build on
the ideas of others! Stay focused on topic, and have one conversation
at a time!
Remember: good design is all about teamwork! Help students
understand the brainstorming guidelines by using the handout and
two sizes of classroom posters.
Plan: Select a Promising Solution

For many teams this is the hardest step! Revisit the needs,
constraints and research from the earlier steps, compare your
best ideas, select one solution and make a plan to move forward
with it.
Create: Build a Prototype

Building a prototype makes your ideas real! These early versions


of the design solution help your team verify whether the design
meets the original challenge objectives.
Push yourself for creativity, imagination and excellence in design.
Test and Evaluate Prototype

Does it work? Does it solve the need?


Communicate the results and get feedback.
Analyze and talk about what works, what doesn't
and what could be improved.
Improve: Redesign as Needed

Discuss how you could improve your solution.


Make revisions.
Draw new designs.
Iterate your design to make your product the best it can be.

And now, REPEAT!


Human Centered Design Toolkit Design Thinking As

● Mindset
● Process
● Toolbox
Examples
Design Thinking Mindset
What is S.C.A.M.P.E.R.
S.C.A.M.P.E.R. is a great idea generation technique.

There is no former meaning to the word 'SCAMPER', because


each letter is actually an acronym, e.g. P.I.E. = 'Pan Island
Expressway'. S.C.A.M.P.E.R. is made up of the first letter of 7
or more possible ways (see below) that the Idea Generator
(that is YOU) can use quickly and efficiently to 'modify' or
'evolve' an existing solution into something else. Sometimes
into a very radical ones. So when you see 'S.C.A.M.P.E.R.' it
simply means its an Idea Generation technique / strategy.
In a nutshell, if you use each
letter once in sequence (or
randomly), minimally your effort
will enable you to create at least
7 different possibilities starting
from just one existing idea.
Since many people 'claim' that they are lousy at generating ideas, the S.C.A.M.P.E.R. technique is there to assist
the idea generator to generate more ideas quickly and more efficiently. The same technique can also be used
for '^Design Improvements'. To use S.C.A.M.P.E.R. you ask questions:
S Substitute
What could be used instead? What kind of alternate material can I use?
C Combine
What could be added? How can I combine purposes?
A Adapt
How can it be adjusted to fit another purpose? What else is like this?
M Magnify
What happens if I exaggerate a component? How can it be made larger or stronger?
M Minify
How can it be made smaller or shorter?
P Put to other Use
Who else might be able to use it? What else can it be used for other than its original purpose?
E Eliminate
What can be removed or taken away from it?
E Elaborate
What can be expanded or developed more?
R Reverse
What can be turned around or placed in an opposite direction?
R Rearrange
Can I interchange any components? How can the layout or pattern be changed?
Sketching Work
Sketching techniques

https://www.youtube.com/watch?v=flVR6FqTYKc
Rescue Butterfly Drone
Unit 2

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