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Design Checklist?
I was assigned with the task of drawing up a robot design checklist for my team's brainstorming period. The basic function of this list is to not only encourage basic design ideas, but it will also function in winnowing out the designs that will be brought forward within the first few days following Kick-off. I was wondering if there were any suggestions that the really experienced Vets had for a second year team on such a process. I have all of the basics: Drives, Payload Handler, Basic cost, overall functions... but they just don't seem like enough. The plan is that the team will split into evenly numbered sub-teams after the kick-off and begin to brainstorm ideas of designs for this build season's robot. I know that it is possible to create a list without knowing what the objective is for the 2010 build season, but I have hit a mental block and am looking for any suggestions.
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Re: Design Checklist?
Anyone serious about the design process should review JVN's document from this thread: http://www.chiefdelphi.com/forums/sh...&highlight=jvn
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Remember that it's better to invest time upfront deciding what is the right robot to build, rather than discovering later that your robot concept is complex. difficult to build and ineffective. Strive for simplicity in your robot design: fewer things to build and fewer things to fail is a good philosophy. |
Re: Design Checklist?
Andy Baker has a nice presentation.
Designing-a-FIRST-robot.ppt The matrix they use is a great place to start. |
Re: Design Checklist?
I would recommend that your teams strives to understand the strategy of the gmae before even starting your design phase (talk about drive, payload handler, etc).
Understand What you are going to do before you determine How you are going to do that. This also helps the design phase by allowing you to have design constraints to refer to when brainstorming/prototyping. -Oris- |
Re: Design Checklist?
Don't write off space and mass for the electronics (including wires), and a good solid battery mount. Also, integrate bumpers into your design (assuming they are required again.) And for everything you design, ask yourself if there is an easier or better way. Finally, when you design something, ask yourself "WHO is going to make this, WHEN are they going to do it, and HOW LONG will it take?" Many of these things seem to be afterthoughts for many teams.
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Re: Design Checklist?
JVN also has a great video lecture available through the FIRST website that details the design process. It is an hour long, but a really good look at the process from beginning to end (with plenty of humor mixed in). One important message of the video is to determine your need first, then how you want to accomplish it, then how to build the robot to make it there (along with several other steps along the way). For example, if your team decided that it needed to score 20 points per game under Lunacy, you could figure out how you wanted to score them - robot scoring moon rocks, human player scoring moon rocks, or super cells. After you have that decided, you make your robot to achieve that specific goal. You can make all of the checklists you want to now, but until you know the game, and then your scoring strategy, you won't be able to get very far.
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Also, is there a link to JVN's video lecture? :) |
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Thanks for posting a link to this. I had not seen this video before. Having watched it, I don't think I'll ever be able to give the presentation that well again. If they invite me back next year I may just show this video. -John |
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