Freshman Engineering Clinic II Section 17

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Freshman Engineering Clinic II Section 17 Product Development Freshman Engineering Clinic II Section 17 Product Development (equivalent to one un-lecture period ~ 75 minutes) Power Point file should be downloaded from Drive as the notes and some of the images do not show up in the online view mode within Google Drive Please modify the Course Reminders & Deadlines to reflect your specific section requirements PathFinder Before Exercises on Intellectual Property and Engineering Communication II should be completed by start of 1st class (either lab or un-lecture on week of January 22nd) GameLab Deadline will depend on the day your lab section runs.  It should be the day your lab meets during the week of February 12th. Outline: Product Development Affinity Diagram and Activity Network (Slides 4-7; 7-10 minutes) “Trash” to Treasure Activity (Slides 8-9; 60 minutes) Have students form teams of 3-4 Students inspect the “trash” that is available for the prototyping exercise (5 minutes) Students identify a potential customer for the desk organizer within engineering (can be staff, faculty, other students) Students go out and speak to their potential customer (10-15 minutes) Students create an affinity diagram based on customer input (5 minutes) Students use the “trash” to create a prototype of their desk organizer (15-20 minutes) Student groups present out to the class demonstrating how their prototype links back(10-15 minutes)

Course Reminders & Deadlines Pathfinder Before exercises (on 1/29) due by 11:55PM Universal Design 3D Game Lab 1st deadline of 350 XP midnight Feb. 12th Note: GameLab Deadline will depend on the day your lab section runs. It should be the day your lab meets during the week of February 12th.

Today’s Plan Product development Affinity Diagram Activity Network

Product Development: Affinity Diagram Each customer need is placed on a post-it note Post-it notes are added one by one to a board Post-it notes that have similar themes go under one another New themes are presented in a separate column This slide summarizes the key points from Pathfinder about Affinity Diagrams. Essentially they are one form to capture customer needs based on interviews or surveys. The needs should be organized based on themes for ease of identification of potential product solutions. Image accessed from: https://upload.wikimedia.org/wikipedia/commons/1/11/Sticky_Notes_in_different_colors.jpg. Accessed December 1th, 2017.

Product Development: Affinity Diagram for One Pocket Backpack Thick Material Easy to Adjust Straps Durable Zipper Large Top Opening Water Proof Two Zipper Pulls Stretchable Opening Aesthetic Design Accommodates Books and Electronics This slide provides an example of customer needs for a one pocket backpack. The first column lists all customer needs for the material of the backpack. The second column lists example needs for the straps of the backpack. The third column deals with the zipper mechanism. Finally, the fourth column deals with the opening of the backpack itself and its size. Keep in mind that this list is not exhaustive but meant to provide an additional point of reference to what they have seen in Pathfinder. Comfortable Material

Product Development: Activity Network Flow chart that describes how a customer uses a product Uses placed in boxes and arrows indicate potential order of uses Customer needs lead to the development of the activity network This slide summarizes the key takeaways on Activity Networks from Pathfinder. It should help students think through how to construct an activity network. Image accessed from: https://thebpmfreak.files.wordpress.com/2012/02/402740a6fvggxc2.jpg?w=593. Accessed December 1th, 2017.

Product Development: Activity Network for One Pocket Backpack Building off the last example for the affinity diagram, this activity network also looks at a one pocket backpack. The actual diagram is included as part of a quest description in 3D GameLab which is why this cross-reference is highlighted here. Note: This Activity Network is profiled in the 3D GameLab Quest “Activity Networks” that is available at the Coffee Runner Level

Design Challenge – “Trash” to Treasure Create a team of 3-4 students Inspect “trash” for ideas on how to create a desk organizer Determine a potential customer within the engineering building for your desk organizer Get out of class and get customer input about needs for the desk organizer Create an affinity diagram based on customer input This activity charges students with the task of looking at miscellaneous materials (wires, old cell phone parts, old clock parts, construction materials, craft materials) and try to see a new purpose in them. They will also build upon what they have learned about affinity diagrams by going out and speaking to actual potential customers in the building to create a list of needs that their prototype must fulfill. Image obtained from: http://thediymommy.com/wp-content/uploads/2015/06/trash-to-treasure.jpg. Accessed on Jan. 27th, 2017.

Design Challenge – “Trash” to Treasure Design and Prototype Create a concept and prototype it using the “trash” materials Teams will then need to present their “best” idea to the class and describe how it meets the customer needs from the affinity diagram The key to selecting the best design will be how well the prototype reflects the needs of the customer as they are listed in the students’ affinity diagram. Image obtained from: https://c4.staticflickr.com/8/7782/18146364972_0c9d47bd11.jpg. Accessed on Jan. 27th, 2017.