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Project Learning in Capstone Design

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Presentation on theme: "Project Learning in Capstone Design"— Presentation transcript:

1 Project Learning in Capstone Design
See examples from past capstone projects at and

2 Project Learning is Part of a Process
Product development is the process Great results don’t happen by accident Accidents happen without a process Project Learning Roadmap Conceptual Design / Prototyping Detailed Design Fabrication Validation Product

3 Goals for Project Learning
Clear picture and shared consensus What is considered done and good Knowledge and skills required to produce a design that is done and good You Are Here! Project Learning Roadmap Conceptual Design / Prototyping Detailed Design Fabrication Validation Product

4 Importance of Project Learning
Opportunity to be Innovative Cost of Change (Mistakes) Project Timeline Project Learning Roadmap Conceptual Design / Prototyping Detailed Design Fabrication Validation Product

5 Where to Spend Resources?
Early in the Design Process Later in the Design Process Broadly defined project Idea generation Problem definition High level engineering analysis Detailed design Design refinement Experts Spend a Lot of Time Here! Project learning adds value (Jain and Sobek, Atman)

6 Three Areas of Project Learning
People User groups Focus groups Ride-Alongs Product Competitive Analysis Observations Dissection Technology Experimentation Prototyping Math Models

7 Identify Stakeholders and Experts
Stakeholders have interest in new product creation Identify these people early Tap into their knowledge Jump into their shoes Experts have specific knowledge Ask them about products, processes, and technologies Identify what help you need Identify where to focus efforts Who are your stakeholders? People

8 Interview Stakeholders
Groups to individuals Focus on needs and constraints Find out “what” not “how” Interviewees focus on solutions and experiences You will have to tease out the needs People

9 Teasing Out the Needs The 5 Whys Root Cause Analysis The “problem”.
My car won’t start. The battery is dead. Alternator doesn’t work. Belt is broken. Belt is old. Car has not been maintained regularly. Root Cause! People

10 Do you have a list of at least 20 good questions for your client?
Interview Guidelines Watch for things that aren’t said. A simple requirement can be overlooked Watch for things that are said. Is it clear? Communicate back to customer Watch for priorities. Must, should, wish Prioritize complete needs list Let the user/client talk. Follow up for clarification  5 whys? Be prepared with a list of questions. Do you have a list of at least 20 good questions for your client? People

11 What needs does your project have in each of these areas?
Areas of Need Functional performance Human factors/interface Physical requirements Reliability Life-cycle use Manufacturing requirements What needs does your project have in each of these areas? People

12 Conduct an Observation
People often do not realize opportunities, realize their problems, or communicate all needs Apply anthropological techniques Document activities Characterize user types Characterize value to user People

13 Observe the Process First Hand
People

14 Empathetic Activities
First-hand experience is a great way to grow understanding Use the product Perform the process Experience the hardship! Ride-alongs How will you interact with and understand your client’s concerns? People

15 Comparable Products Teardown competitive products
Learn all you can about the pieces and parts Establish benchmark of performance Estimate competitors cost Who is your competition? What are their strengths? What are their weaknesses? Product

16 Marketplace Acceptance
Know how your competitor is viewed Know how your customer makes decisions What is important? What is not important? What unique value do you bring? Every project has a customer. Who is yours? What do they value? Product

17 Technology "We thought that if some method could be found by which it would be possible to practice by the hour instead of by the second there would be hope of advancing the solution of a very difficult problem…and without any serious danger.” – Wilber and Orville Wright The Wright Brothers made the observation that all their predecessors and their peers were spending about 5000 hours designing an aircraft and about 5 seconds testing it. Technology

18 Experimentation and modeling
Gain clarity in… relevant physical phenomenon create math models relate them to experiments Determine what can be validated And test, test, test What simple test or math model can you use today to learn more about your project? Technology

19 Research Identify technologies that are core to the problem or potential directions for the solution Conduct web searches, patent searches, existing documentation Scan vendor catalogs for enabling technology What don’t you know? Technology

20 Become familiar with relevant codes/standards
Understand governing standards Consult with experts to get a handle on relevant codes. Summarize relevant material in a manner that is easily digestible by teammates. Technology


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