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1. Define the Problem

What need or want must be met by the solution?

3. Research and Generating Ideas

2. Brainstorming

List/sketch possible solutions that might be used in your final design.   Clearly identify and describe how each of these ideas relates to the problem statement.

Document your research. Be sure to include proper citations at the end of your notes.

What are the Criteria and Constraints of the design problem?

4. Identifying Criteria and specifying constraints

Reflect on your brainstormed ideas and research notes and describe the pluses and minuses of each design approach you have considered.

5. Exploring Possibilities

a. Enter the constraints and criteria of the project in the first column.

b. Score your brainstorming ideas against each constraint or criterion and indicate how well the idea meets the criteria and constraints.

3 pts=easily meets

2 pts=somewhat meets

1 pt.=does not meet

c. Total the columns and circle the highest score to indicate your best design idea.

6. Selecting an Approach

Based on the evaluation of your ideas, develop a design proposal for the highest scoring idea. Include working drawings (sketches with dimensions, so that you could build your project). Determine the materials you plan to use based on your design. List the material and quantity below.

7. Developing a Design Proposal

10. Refining the Design

Based on your tests, what design refinements should be made to the prototype to ensure that it can satisfy all of the criteria and constraints of the design problem.

As you create your solution, you will perform tests to make sure that the solution is meeting the needs of the given problem. If your solution does not work, you may need to repeat the previous steps of the Engineering Design Process, until you find a functional design. In the space elow document the type of tests you conducted and the results.

9. Testing and Evaluating the Design, using specifications

You will apply aesthetic and engineering design principles to design a marshmallow launcher. The launcher must be able to fire from three specific positions for various points. Each individual will be given a period of 30 seconds to warm up, prior to a 120-second period to score as many points as possible. Only two marshmallows can be used during any given testing period.

  • The Court is marked with a line 24” from the basket (1 point), a line 42” from the basket (2 points), and a line 60” from the basket (3 points).

  • The backboard is 12” wide and 7” high. The rim is 14” high and has a diameter of about 4”.

  • The marshmallow launcher must fit within a 1’x1’ footprint.

  • The energy source (rubber band) must be attached to the device.

  • The design must be accessible by all persons, easy to use, flexible in use.

  • Must use only 15 Craft Sticks, 5 Rubber Bands and bring in a cardboard tube.

Sketch 1:

  • Pluses - It is able to accomplish the goals it is required to do

  • Minuses - It may not be able to fling the ball, or whatever it is that it's launching, very far.

Sketch 2:

  • Pluses - Compact and could be effective.

  • Minuses - It's simplistic and may break.

Sketch 3:

  • Pluses - May be able to fling the object quite far.

  • Minuses - Gathering all of the necessary materials for it would be a bit of a challenge.

(Sketches in Notebook)

By conducting research, I've developed an idea for 2 ways to effectively execute the task given. Both designs created totalled to the same amount of points. (In full scale drawings) I will need to take materials from home in order to build both of them though. But otherwise, the tools needed are provided in class/at home regardless.

 

The materials I plan to use are Wooden Dowels, cardboard tubes, rubber bands, a metal screw-in hook, craft sticks and a wooden block base.

© 2014 by Tia Watkins.

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