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The Engineering Design
Process


   Creative process

   Problem solving – the big picture

   No single "correct" solution

   Technical aspects only small part
                                    1
Elements of Design the Process

   Problem Identification
   Research Phase
   Requirements Specification
   Concept Generation
   Design Phase
   Prototyping Phase
   System Integration
   Maintenance Phase
                                 2
Cost of Design Changes




   Costs increase exponentially as the
    project lifetime increases
                                          3
Problem Identification and
Requirements Specification




                             4
Needs Identification

   What is the Problem?

    1.   Collect information
    2.   Interpret information
    3.   Organize needs hierarchy
    4.   Determine relative importance of needs
    5.   Review outcomes and process

                                                  5
Example Needs Hierarchy




                          6
Problem Statement

   Example 2.1

     Need: Drivers have difficulty seeing
     obstructions in all directions

     Objective: design system to avoid
     accidents

                                             7
Requirements Specification

   Identifies requirements design must
    satisfy for success

    1. Marketing requirements
         Customer needs
    1. Engineering requirements
         Applies to technical aspects
         Performance requirements

                                          8
Properties of Engineering
Requirements

1.   Abstract – what, not how

2.   Unambiguous – unique and specific
        Unlike marketing requirements


1.   Traceable – satisfy need?

2.   Verifiable – test/measure
                                         9
Example Engineering
Requirements
    Performance and Functionality
    1.   Will identify skin lesions with a 90% accuracy
    2.   Should be able to measure within 1mm


    Reliability
    1.   Operational 99.9% of the time
    2.   MTBF of 10 years


    Energy
    1.   Average power consumption of 2 watts
    2.   Peak current draw of 1 amp
                                                          10
Properties of Requirements
Specification
1.   Normalized (orthogonal) set
2.   Complete set
3.   Consistent
4.   Bounded
5.   Granular – system vs. component
6.   Modifiable
        From IEEE Std. 1233-1998

                                       11
Constraints

 Economic
 Environmental

 Ethical and Legal

 Health and Safety

 Manufacturability

 Political and Social – FDA, language?

 Sustainability
                                          12
Standards

   Examples – RS-232, TCP/IP, USB
   Types
     Safety
     Testing
     Reliability
     Communications
     Documentation
     Programming Languages
                                     13
Concept Generation and
Evaluation
   Explore many solutions
       Brainstorm
   Select the best solution
       Based on needs and constraints
   Creativity
       Development of new ideas
   Innovation
       Bringing creative ideas to reality

                                             14
Creativity




             15
Barriers to Creativity

   Perceptual blocks
    • Limiting problem space
   Emotional blocks
    • Fear of failure – “fail early and often”
   Environmental blocks
    • Engineering cultural bias
   Intellectual and expressive blocks
    • Understand tools
                                                 16
Strategies to Enhance
Creativity
   Lateral thinking
   Question
   Practice
   Suspend judgment
   Allow time
   Think like a beginner
                            17
Concept Generation

 Substitute – new elements
 Combine – existing elements

 Adapt – different operation

 Modify – size, shape, function

 Put to other use – other app domains

 Eliminate – parts or whole

 Rearrange or reverse – work better
                                         18
Concept Table




                19
Concept Evaluation




                     20
Design Considerations

1)   WORST CASE DESIGN

      Component variation

      Environmental conditions

      Use computer simulations

                                  21
Design Considerations

2) RELIABILITY
   measured by MTBF, failure rate = 1/MTBF




   mechanical parts fail first
   design redundancy into system
   simple system/fewer parts = more reliable
                                                22
Design Considerations

3) SAFETY
 identify failure modes
 provide protection

4) TEST
 design for ease of test

5)
  PRODUCTION/MANUFACTURING
 consider ease of assembly
                              23
Design Methodologies:
Top-Down
   Also called “functional decompostion“
   implementation details considered only
    at the lowest level
   top‑down design, is not so clean and
    linear in practice
   Often implementation‑level
    commitments are made at high levels in
    the design process
                                           24
Design Methodologies

CASE‑BASED:
   Research a specific, similar design case
    study
   Model your process on that

INCREMENTAL REDESIGN:
   Find an existing design and "unravel" the
    design from the bottom up
   Modify as required
   Detailed and least global aspects of the
    design are explored and redesigned, if
    necessary, first
                                                25
Design Methodologies

ITERATIVE REFINEMENT:
 An iterative top‑down approach

 First a rough, approximate and
  general design is completed
 Then we do it finer, more exact and
  more specific
 This process continues iteratively
  until the complete detail design in
  done
                                        26
Design Methodologies

BOTTOM‑UP DESIGN:
 Opposite of top‑down
 Start at the bottom with detail design
 To do this, you must have some idea of where
  you are going. So, often this becomes...
HYBRID DESIGN:
 Combines aspects of both top‑down and
  bottom‑up
 More practical design approach then pure
  top‑down
 Start with a top‑down approach, but have
  feedback from the bottom
                                             27
Design Methodologies

"EXPLORER" METHOD:
   Typically used for new design ideas or
    research. It is useful in initial design and
    specification stages, and is often used when
    in "unfamiliar territory":
    1) Move in some direction; e.g. toward the library,
       telephone, domain expert's office, etc.
    2) Look at what you find there.
    3) Record what you find in your notebook.
    4) Analyze findings in terms of where you want to be.
    5) Use results of analysis to choose next direction.
    6) Back to 1) and continue exploring
                                                      28
Top-Down Application:
Digital Design
SIMPLE DIGITAL STOPWATCH

Engineering requirements
 No more than two control buttons

 Implement Run, Stop and Reset

 Output a 16-bit binary number for
  seconds


                                      29
Top-Down Design: Level 0




                           30
Top-down Design: Level 1




                           31
Top-down Design: Level 1
(cont’)




                           32
Top-down Design: Level 1
(cont’)




                           33
Design Group (Team)

    Engineering projects require diverse skills
    This creates a need for group (team) work

    Select members based on skills
    1.   Technical
    2.   Problem-solving
    3.   Interpersonal


                                               34
Design Group (Team)

    Develop decision making guidelines

    1.   Decision by authority (leader)
    2.   Expert Member
    3.   Average member opinion
    4.   Majority
    5.   Consensus




                                          35
Design Group (Team)

    Teams that spend time together tend to be
     successful teams
    Respect each other
    1.   Listen actively
    2.   Consider your response to others
    3.   Constructively criticize ideas, not people
    4.   Respect those not present
    5.   Communicate your ideas effectively
    6.   Manage conflict constructively

                                                      36
Design Group (Team)

    Hold effective meetings

    1.   Have an agenda
    2.   Show up prepared
    3.   Pay attention
    4.   Schedule time and place of next meeting
    5.   Summarize

        Assign tasks and responsibilities

                                                   37
Project Management

    Work breakdown structure
       Hierarchical breakdown of tasks and
        deliverables need to complete project

    Activity
    1. Task – action to accomplish job
    2. Deliverable – e.g. circuit or report

                                                38
Project Management

   Define for each activity
    1.   Work to be done
    2.   Timeframe
    3.   Resources needed
    4.   Responsible person(s)
    5.   Previous dependent activities
    6.   Checkpoints/deliverables for monitoring
         progress
                                               39
40
Schedule – Gantt Chart




                         41
Project Management

   Guidelines
     Project plan after design plan complete
     Double time estimates and add 10%
     Assign a lot of integration and test time
     Remember lead times for parts ordering
     Assign tasks based on skills and interests
     Track progress versus plan
     Plans change


                                               42
Project Communication

Focus on needs of specific
  audience
• Who?
   level of knowledge
   their motivation – needs

• Why?
   to persuade
   to inform                  43
Project Proposal
•    One goal is to sell idea, be
     persuasive
     In industry the proposal will show:
       1.   Product is useful for someone for something
       2.   The design will work, it will solve the problem
       3.   Will meet the specified constraints
     Additionally, in Senior Design, the proposal
      should show:
       1.   You are learning something new
       2.   Sufficiently complex
       3.   Apply previously learned ECE knowledge            44
Project Proposal Format
•    Second goal is to inform
    1) Title page - project title, names, date, 404 lecture section
         number, group number.
    2) Table of Contents, with page numbers.
    3) Introduction
    4) Problem Analysis
    5) Requirements Specification
    6) Preliminary Design. Include a block diagram - the more
         detailed the better. Will help with the scheduling and task
         assignment
    7) Preliminary Schedule (see Figure 10.3, Gantt chart)
    8) Conclusion – summarize why this will be a great senior
         project.
    9) References – any references used in proposal development
                                                                 45
Oral Presentations
    Structure
    1. Intro: Tell them what you will tell them
          Introduce group and project
          Overview and background
    1. Body: Tell them
          Use top-down approach
          Support main points
    1. Conclusion: Tell them what you told them
          Summarize and emphasize main points
                                                  46
Oral Presentations
   Tips
     Prepare – practice, practice, practice
     Eye contact with entire audience
     Avoid too much information
     Meet time constraints
     Look and act professionally
     Use visuals effectively

                                               47
Oral Presentations
   Slides
     Use a large font, 24 pt or more
     Avoid more than 4 or 5 bullets per page
     Avoid fancy graphics that add no value
     Group slides for major points (top-down)
     Avoid reading slides

                                                 48
ECE 404 Presentations

•   Your presentation should be 10 to 15 minutes for a project
    engineering team (5-10 min for a team of 2). Due to the
    limited class time you will be cutoff if you exceed the upper
    limit.
•   Make sure you read Chapter 12 in the text, Evaluation:
      Professionalism ‑ appearance, manner, visual aids
      Clarity ‑ Can we understand what your design is about?
      Organization ‑ Is your talk well‑organized? Does it follow a
       logical progression? Is it presented in a top-down manner?
      Completeness ‑ Are all the parts there? Did you provide a good
       introduction? Clear, positive conclusions and/or summary? etc...
      Communication ‑ Did you maintain eye contact with the entire
       audience? Did they understand you ? etc...
      Time Limits ‑ Did you stay within the specified time limits?
      Questions ‑ Were you successful at fielding questions after you
       presentation? Are you knowledgeable on the subject matter ? 49
ECE 404 Presentations
   Evaluation and Grade Sheet

                     Good....................OK…....................Poor
                     4         3                   2             1          0
      Introduction    ___                 ___     ___          ___         ___
      Clarity        ___      ___         ___     ___          ___
      Organization     ___                ___     ___          ___         ___
      Professionalism ___                 ___     ___          ___         ___
      Communication ___                   ___     ___          ___         ___
      Conclusion        ___               ___     ___          ___         ___
      Time limits              ___        ___     ___          ___         ___
      Completeness      ___               ___     ___          ___         ___
      Understanding            ___        ___     ___          ___         ___
      Questions                ___        ___     ___          ___         ___

     Oral_Pres_Papers.doc
                                                                                 50

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404 lecture powerpointdesign

  • 1. The Engineering Design Process  Creative process  Problem solving – the big picture  No single "correct" solution  Technical aspects only small part 1
  • 2. Elements of Design the Process  Problem Identification  Research Phase  Requirements Specification  Concept Generation  Design Phase  Prototyping Phase  System Integration  Maintenance Phase 2
  • 3. Cost of Design Changes  Costs increase exponentially as the project lifetime increases 3
  • 5. Needs Identification  What is the Problem? 1. Collect information 2. Interpret information 3. Organize needs hierarchy 4. Determine relative importance of needs 5. Review outcomes and process 5
  • 7. Problem Statement  Example 2.1  Need: Drivers have difficulty seeing obstructions in all directions  Objective: design system to avoid accidents 7
  • 8. Requirements Specification  Identifies requirements design must satisfy for success 1. Marketing requirements  Customer needs 1. Engineering requirements  Applies to technical aspects  Performance requirements 8
  • 9. Properties of Engineering Requirements 1. Abstract – what, not how 2. Unambiguous – unique and specific  Unlike marketing requirements 1. Traceable – satisfy need? 2. Verifiable – test/measure 9
  • 10. Example Engineering Requirements  Performance and Functionality 1. Will identify skin lesions with a 90% accuracy 2. Should be able to measure within 1mm  Reliability 1. Operational 99.9% of the time 2. MTBF of 10 years  Energy 1. Average power consumption of 2 watts 2. Peak current draw of 1 amp 10
  • 11. Properties of Requirements Specification 1. Normalized (orthogonal) set 2. Complete set 3. Consistent 4. Bounded 5. Granular – system vs. component 6. Modifiable  From IEEE Std. 1233-1998 11
  • 12. Constraints  Economic  Environmental  Ethical and Legal  Health and Safety  Manufacturability  Political and Social – FDA, language?  Sustainability 12
  • 13. Standards  Examples – RS-232, TCP/IP, USB  Types  Safety  Testing  Reliability  Communications  Documentation  Programming Languages 13
  • 14. Concept Generation and Evaluation  Explore many solutions  Brainstorm  Select the best solution  Based on needs and constraints  Creativity  Development of new ideas  Innovation  Bringing creative ideas to reality 14
  • 16. Barriers to Creativity  Perceptual blocks • Limiting problem space  Emotional blocks • Fear of failure – “fail early and often”  Environmental blocks • Engineering cultural bias  Intellectual and expressive blocks • Understand tools 16
  • 17. Strategies to Enhance Creativity  Lateral thinking  Question  Practice  Suspend judgment  Allow time  Think like a beginner 17
  • 18. Concept Generation  Substitute – new elements  Combine – existing elements  Adapt – different operation  Modify – size, shape, function  Put to other use – other app domains  Eliminate – parts or whole  Rearrange or reverse – work better 18
  • 21. Design Considerations 1) WORST CASE DESIGN  Component variation  Environmental conditions  Use computer simulations 21
  • 22. Design Considerations 2) RELIABILITY  measured by MTBF, failure rate = 1/MTBF  mechanical parts fail first  design redundancy into system  simple system/fewer parts = more reliable 22
  • 23. Design Considerations 3) SAFETY identify failure modes provide protection 4) TEST design for ease of test 5) PRODUCTION/MANUFACTURING consider ease of assembly 23
  • 24. Design Methodologies: Top-Down  Also called “functional decompostion“  implementation details considered only at the lowest level  top‑down design, is not so clean and linear in practice  Often implementation‑level commitments are made at high levels in the design process 24
  • 25. Design Methodologies CASE‑BASED:  Research a specific, similar design case study  Model your process on that INCREMENTAL REDESIGN:  Find an existing design and "unravel" the design from the bottom up  Modify as required  Detailed and least global aspects of the design are explored and redesigned, if necessary, first 25
  • 26. Design Methodologies ITERATIVE REFINEMENT:  An iterative top‑down approach  First a rough, approximate and general design is completed  Then we do it finer, more exact and more specific  This process continues iteratively until the complete detail design in done 26
  • 27. Design Methodologies BOTTOM‑UP DESIGN:  Opposite of top‑down  Start at the bottom with detail design  To do this, you must have some idea of where you are going. So, often this becomes... HYBRID DESIGN:  Combines aspects of both top‑down and bottom‑up  More practical design approach then pure top‑down  Start with a top‑down approach, but have feedback from the bottom 27
  • 28. Design Methodologies "EXPLORER" METHOD:  Typically used for new design ideas or research. It is useful in initial design and specification stages, and is often used when in "unfamiliar territory": 1) Move in some direction; e.g. toward the library, telephone, domain expert's office, etc. 2) Look at what you find there. 3) Record what you find in your notebook. 4) Analyze findings in terms of where you want to be. 5) Use results of analysis to choose next direction. 6) Back to 1) and continue exploring 28
  • 29. Top-Down Application: Digital Design SIMPLE DIGITAL STOPWATCH Engineering requirements  No more than two control buttons  Implement Run, Stop and Reset  Output a 16-bit binary number for seconds 29
  • 32. Top-down Design: Level 1 (cont’) 32
  • 33. Top-down Design: Level 1 (cont’) 33
  • 34. Design Group (Team)  Engineering projects require diverse skills  This creates a need for group (team) work  Select members based on skills 1. Technical 2. Problem-solving 3. Interpersonal 34
  • 35. Design Group (Team)  Develop decision making guidelines 1. Decision by authority (leader) 2. Expert Member 3. Average member opinion 4. Majority 5. Consensus 35
  • 36. Design Group (Team)  Teams that spend time together tend to be successful teams  Respect each other 1. Listen actively 2. Consider your response to others 3. Constructively criticize ideas, not people 4. Respect those not present 5. Communicate your ideas effectively 6. Manage conflict constructively 36
  • 37. Design Group (Team)  Hold effective meetings 1. Have an agenda 2. Show up prepared 3. Pay attention 4. Schedule time and place of next meeting 5. Summarize  Assign tasks and responsibilities 37
  • 38. Project Management  Work breakdown structure  Hierarchical breakdown of tasks and deliverables need to complete project  Activity 1. Task – action to accomplish job 2. Deliverable – e.g. circuit or report 38
  • 39. Project Management  Define for each activity 1. Work to be done 2. Timeframe 3. Resources needed 4. Responsible person(s) 5. Previous dependent activities 6. Checkpoints/deliverables for monitoring progress 39
  • 40. 40
  • 41. Schedule – Gantt Chart 41
  • 42. Project Management  Guidelines  Project plan after design plan complete  Double time estimates and add 10%  Assign a lot of integration and test time  Remember lead times for parts ordering  Assign tasks based on skills and interests  Track progress versus plan  Plans change 42
  • 43. Project Communication Focus on needs of specific audience • Who?  level of knowledge  their motivation – needs • Why?  to persuade  to inform 43
  • 44. Project Proposal • One goal is to sell idea, be persuasive  In industry the proposal will show: 1. Product is useful for someone for something 2. The design will work, it will solve the problem 3. Will meet the specified constraints  Additionally, in Senior Design, the proposal should show: 1. You are learning something new 2. Sufficiently complex 3. Apply previously learned ECE knowledge 44
  • 45. Project Proposal Format • Second goal is to inform 1) Title page - project title, names, date, 404 lecture section number, group number. 2) Table of Contents, with page numbers. 3) Introduction 4) Problem Analysis 5) Requirements Specification 6) Preliminary Design. Include a block diagram - the more detailed the better. Will help with the scheduling and task assignment 7) Preliminary Schedule (see Figure 10.3, Gantt chart) 8) Conclusion – summarize why this will be a great senior project. 9) References – any references used in proposal development 45
  • 46. Oral Presentations  Structure 1. Intro: Tell them what you will tell them  Introduce group and project  Overview and background 1. Body: Tell them  Use top-down approach  Support main points 1. Conclusion: Tell them what you told them  Summarize and emphasize main points 46
  • 47. Oral Presentations  Tips  Prepare – practice, practice, practice  Eye contact with entire audience  Avoid too much information  Meet time constraints  Look and act professionally  Use visuals effectively 47
  • 48. Oral Presentations  Slides  Use a large font, 24 pt or more  Avoid more than 4 or 5 bullets per page  Avoid fancy graphics that add no value  Group slides for major points (top-down)  Avoid reading slides 48
  • 49. ECE 404 Presentations • Your presentation should be 10 to 15 minutes for a project engineering team (5-10 min for a team of 2). Due to the limited class time you will be cutoff if you exceed the upper limit. • Make sure you read Chapter 12 in the text, Evaluation:  Professionalism ‑ appearance, manner, visual aids  Clarity ‑ Can we understand what your design is about?  Organization ‑ Is your talk well‑organized? Does it follow a logical progression? Is it presented in a top-down manner?  Completeness ‑ Are all the parts there? Did you provide a good introduction? Clear, positive conclusions and/or summary? etc...  Communication ‑ Did you maintain eye contact with the entire audience? Did they understand you ? etc...  Time Limits ‑ Did you stay within the specified time limits?  Questions ‑ Were you successful at fielding questions after you presentation? Are you knowledgeable on the subject matter ? 49
  • 50. ECE 404 Presentations  Evaluation and Grade Sheet Good....................OK…....................Poor 4 3 2 1 0 Introduction ___ ___ ___ ___ ___ Clarity ___ ___ ___ ___ ___ Organization ___ ___ ___ ___ ___ Professionalism ___ ___ ___ ___ ___ Communication ___ ___ ___ ___ ___ Conclusion ___ ___ ___ ___ ___ Time limits ___ ___ ___ ___ ___ Completeness ___ ___ ___ ___ ___ Understanding ___ ___ ___ ___ ___ Questions ___ ___ ___ ___ ___ Oral_Pres_Papers.doc 50