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View Poll Results: How do YOU start designing?
All students get design input. 50 89.29%
A "Mechanical Team" only gets design input. 1 1.79%
Engineers/Mentors only get design input. 2 3.57%
Other "First Desing" phase. 3 5.36%
All students decide on a Final Design. 29 51.79%
A "Mechanical Team" only decide on a Final Design 5 8.93%
Engineers/Mentors only decide on a Final Design 5 8.93%
Other "Final Design" phase. 3 5.36%
Multiple Choice Poll. Voters: 56. You may not vote on this poll

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Unread 28-12-2003, 12:59
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Re: How do YOU start designing?

Cyber Blue (Team 234) works this way.

We all attend the kickoff event to see and hear what the game is firsthand.

We then meet Sunday evening and talk about the game, the rules, the assumptions, scoring, etc. Our only focus is on the game and rules.

The next 2 - 3 days we begin brainstorming. All students have input. All ideas are written down. Once we have exhausted ideas, we break into smaller groups and each group prepares their best choice for a robot.

All of these groups then come together and each group presents their robot. We discuss, critique, review and try to identify strengths and weaknesses of each idea.

Then we form a "Rubric" - a grid of each feature and its' importance to the game and the way we want to play. This helps identify the most important features and we set a priority of capabilities for our robot.

From this, we agree as a team on the path to build. Sometimes the engineers lead this final step to be sure we have something buildable, but we work hard to keep all students involved.

Sometimes we do preliminary design and build work on systems 'just in case'. Some of these end up on the robot, some do not. (for example, in 2003 we had a brake mechanism that worked really well but fell to the weight reduction sword about week 5).

We then begin formal design and building as subsystems are completed.

We continue to regroup and talk about what is working and what is not and trade-offs that have to be made.

For 2004, we are implementing 4 mini reviews. A concept review, preliminary design review, critical design review and production review are planned. All but the critical design review (CDR) are informal. The CDR is a formal event with the students making a complete presentation. We invite a team of senior engineers (not associated with the program) to conduct our reviews.

Each team has to find what works for them and their 'culture'. THis process has worked for us in the past and we are implementing a few enhancements for 2004 to make it better.
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Unread 28-12-2003, 16:29
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Re: How do YOU start designing?

Basically - we write down ALL the ideas - than play the 'Round Robin game until we are left with one...

Atleast that is the way they did it when I was still there...
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Unread 28-12-2003, 18:43
KenWittlief KenWittlief is offline
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Re: How do YOU start designing?

I think we are talking about two different things and calling them Data Driven Analysis

simply, it means instead of sitting down and taking your best guess as to what you should do, you analyise the available data and let that make the decision for you.

For the first step, the data is the scoring of the game. There is only one way to get the max score under the worst case sceanario - and thats WHAT you design your robot to do - its primary function

it doesnt matter how well your bot is able to do that function - the game is still the game and it doenst change - if you cant do the most important thing then your team is not going to win most of the time.

Maybe I should start a separate thread on what data driven analysis is and how to use it.
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Unread 29-12-2003, 14:24
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Re: How do YOU start designing?

What ever looks best when built with duck tape and cardboard!
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