
Objectives To understand design as a problem solving activity.
To employ design for task-oriented problems.
To learn to address complex task situations through observation, analysis, design construction, feedback (modeling, testing, refining).
To develop skills in fabricating working prototypes.
To understand design tradeoffs between, function, for, material and fabrication.
Statement Problem-solving in industrial design requires understanding mechanical systems inherent in basic-level engineering. This project will require identifying a problem, designing a mechanical system, constructing a functional prototype and testing it to ensure that the designed object solves the problem.
Context
You are required to design a picking device for a standing adult. This person, due to an injury is unable to bend over and pick a fallen object from the ground. You must study the problems associated with picking a fallen object, design a mechanical system that will allow picking the object, construct a working prototype and test the device that helps the person accomplish the task.
The Task:
A 8.5”x11” paper has fallen on the floor and the person is unable to pick it up. You need to design a device that will help pick the fallen paper (with one hand) and transfer it to the other hand. The paper must remain in-tact and NOT be damaged during the process.
Guidelines:
1. The device MUST be an embodiment of a mechanical system based on transfer of motion such as one input movement creates a second, different motion.
2. The design can be inspired by mechanical or biological systems.
3. The device must be one piece when complete (no salad-tongs
approach allowed).
4. No scissor-type grabbing method is allowed (in other words, avoid creating a grabber-type assistive device, many of which exist on the market today).
5. This is not strictly an engineering project, it is a design project and therefore, balance performance with human interaction, joy of use and function. Make this device engaging and enjoyable to use. Remember: Strive for a creativity, convincing, compelling, and characterful design.
6. The use of the body to pick up the paper is not allowed.
There are three phases to the project:
• Phase I: Conceptualize ideas through sketches and sketch models. Create bread-board models to demonstrate/evaluate function.
• Phase II: Refine bread-board model through testing, evaluation, and re-conceptualization. Work towards constructing a robust working prototype and perform the actual assigned task. Balance material efficiency against performance. Evaluate materiality, performance and design.
• Phase III (begin in parallel with phase II): Develop a product form for the prototype that is likely to have mass appeal. Develop design language and form factor through sketching and aesthetic modeling (undertake proportion studies,
and construct white models and appearance models).
Important 1. What is the role of precedence and how do they inform design?
Questions 2. How do mechanical and biological systems inform design?
3. What is the role of engineering in product design? How do
engineering/performance requirements impact formal/usable requirements?
4. What level of design development (of modeling) is needed to test product function and human interaction?
5. What are the interconnections between form, function and
material and how do they influence each other?
6. How does the choice of material affect prototype construction
and mass manufacturing of a design?
7. What is the role of ecological design and how does ecological
thinking influence design decisions? Does ecological focus make
good design?
Deliverables Evidence of design development and refinement through:
Sketches and sketch models.
Bread-board model
Fully functional prototype
Appearance sketches (including materials and method of manufacture)
Definitions (model types):
Sketch model - Quick, crude model used to work out initial ideas of function and operation. Often made from found/available objects.
Breadboard - Fully functional model without respect to final visual appearance (volume, proportion, etc.). Made to-scale.
Fragment/Detail - Focuses on just a part of product. Useful for working out feasibility of specific design issues.
Prototype - Fully functional and as close to final configuration as possible (emphasis still on mechanics). Used to demonstrate viability as a manufactured product.

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