LP 4-Design Process 1
LP 4-Design Process 1
1. DESIGN PROCESS
Design process is an approach for breaking down a large project into manageable chunks.
THINGS TO NOTE
1. Begin to sketch, make, and study so you can start to understand how all the data and
information you’ve collected may impact your design.
2. Apply existing/newly acquired knowledge, skills, and/or strategies that one determines to
be useful for achieving goals
3. Collaborate to encourage ideas, opinions and contributions.
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STEP 4: Develop solutions / build a model
1. What are the strengths and weaknesses of each solution?
2. Which solution is the most useful?
3. Which solution is the least complicated?
4. How will I develop my solution?
THINGS TO NOTE
1. Take your preliminary ideas and form multiple small-scale design solutions.
2. Breaks goals into actionable steps.
3. Apply existing/newly acquired knowledge, skills, and/or strategies that one determines to
be useful for achieving goals.
1. A spring-loaded crusher
2. A foot-operated device
3. A gravity-powered dead
weight crusher
4. An arm-powered lever arm
crusher
The rating factor R is assigned
according to the following scale:
Excellent (9-10)
Good (7-8)
Fair (5-6)
Poor (3-4)
Unsatisfactory (0-2)
The student team agrees that the most important criteria (or desirable attributes) of the
design and assigned weights are
1. Safety: 30 percent (30 points)
2. Ease of use: 20 percent (20 points)
3. Portability: 20 percent (20 points)
4. Durability and strength:10 percent (10 points)
5. Use of standard parts:10 percent (10 points)
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6. Cost:10 percent (10 points)
Design 4 was chosen the best design largely due to the rating assigned for safety, criterion
l. The team felt that the chances of human injury were negligible for this design. Since
safety is the most important factor (30% of the total weight), the high safety rating for
design 4 gives it the highest overall score (9x30, or 270).
THINGS TO NOTE
1. Reflect on all of your feedback and decide if or to what extent it should be incorporated.
2. It is often helpful to take solutions back through the Design Process to refine and clarify
them.
3. Identify alternative ideas/processes that are more effective than the ones previously
used/suggested.
4. Apply existing/newly acquired knowledge, skills, and/or strategies that one determines to
be useful for achieving goals
Example: The Wright brothers’ airplane did not fly perfectly the first time. They began a
program for building an airplane by first conducting tests with kites and then gliders. Before
attempting powered flight, they solved the essential problems of controlling a plane's motion
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in rising, descending, and turning. They didn't construct a powered plane until after making
more than 700 successful glider flights. Design activity is therefore cyclic or iterative in
nature, whereas analysis problem solving is primarily sequential.
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Engineering design process1
Two types of Design Process: (a) Scientific method and (b) Engineering method
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Ali, S.Z. (2019). https://www.quora.com/What-are-the-8-steps-of-the-engineering-design-process
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https://www.sciencebuddies.org/science-fair-projects/engineering-design-process/engineering-
design-compare-scientific-method
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1.2 The Scientific Method
The scientific method is a process for experimentation that is used to explore observations
and answer questions.
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1.3 The Engineering Design Process
The engineering design process is a series of steps that engineers follow to come up with a
solution to a problem. Many times the solution involves designing a product (like a machine
or computer code) that meets certain criteria and/or accomplishes a certain task.
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operating version of a solution. Often it is
made with different materials than the
final version, and generally it is not as
polished. Prototypes are a key step in the
development of a final solution, allowing
the designer to test how the solution will
work.
Test and Redesign: The design process
involves multiple iterations and redesigns
of your final solution. You will likely test
your solution, find new problems, make
changes, and test new solutions before
settling on a final design.
Communicate Results: Engineers
document their solutions thoroughly, so
that they can be manufactured and
supported
TO BE NOTED
1. Keep in mind that although the steps are listed in sequential order, you will likely return to
previous steps multiple times throughout a project.
2. It is often necessary to revisit stages or steps in order to improve that aspect of a project.
3. In real life, the distinction between science and engineering is not always clear. Scientists
often do some engineering work, and engineers frequently apply scientific principles,
including the scientific method.
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3. Project Requirements
These are often poorly defined or over-defined, or sometimes even contradicting, due to
the nature of new / innovative ideas with little known background. In all engineering
projects, trade-offs typically exist (discussed below) and the optimal solution that satisfies
the project requirements are often a fine balance of these.
An important skill is to focus down on the main / most important requirements (i.e. the
wood from the trees) and to concentrate on those. Often, these project requirements are
not drawn up by engineers and so can be very difficult to achieve, entirely. Aesthetics is
almost always a requirement. Sometimes, project requirements have social and
environmental impacts that will test an engineer's ethics and morals such as weapons
and missiles, and chemical waste.
o Example: A relevant example is the design of a rope-less hoist for South African
deep-level mines, done here at Wits University. The cable required to hoist a mine-
cage used in the deep mines weighs in excess of 14 tonnes! This requires an
enormous electric motor to lift and lower the cage, typically weighing only a fraction
of the weight of the cable. To save the huge costs in electricity, a ropeless hoist was
designed: a special linear electric motor that used permanent magnets and copper
coils along the full-length of the shaft. The benefits were notable: massive costs
savings in electricity, significantly smaller in size, had inherent braking mechanism
that could safely arrest the cage should it fall down the shaft due to a technical
failure. Despite these benefits, not a single mine worker wanted to step inside the
new cage, knowing that no rope was connected to it!
o Nuclear power stations and cellphone towers, often fall into the "not in my backyard"
category of failures, despite their proven technologies.
In all engineering problems, constraints are ether explicitly given or exist inherently due to
the nature of the project. Financial and or time constraints are often the most prevalent,
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especially in the product-development industry. And often, these constraints change,
resulting in scope creep.
o Example: An interesting example of an engineering project where new constraints
became apparent after the project's commencement, leading to its ultimate demise,
is the Airbus A380 - recognised as one of the most sophisticated engineering
projects of the decade. Designed to move large numbers of passengers at the lowest
fuel cost, it was initially very successful with airlines. However, the small number of
airports with sufficiently strong runways that could tolerate its weight, limited the
number of destinations to which such an aircraft could fly to, resulting in its use in a
hub-to-hub business model - successfully used by airlines for decades. Yet, modern-
day passengers preferred a point-to-point service, which only the smaller jets could
provide. Ultimately, production of the mammoth aircraft will cease in 2021.
Similarly, very often, not enough information is provided in a project specification and the
engineer would therefore have to assume things. Additionally, assumptions are made to
simplify complex problems.
o Example: to test the robustness of aircraft cockpit windows and jet engines to the
reality of bird strikes, a chicken gun was developed, used to fire dead chickens at
speeds of over 600km/h, at the components under test. This was achieved using a
compressed air canon, much like a giant air rifle. However, due to the inconvenient
shape of a chicken, engineers had to initially assume a spherical chicken. This
significantly simplified the design of the canon since a large tube could be used as
the barrel of the gun. In practice, the non-uniform chicken carcases are loaded into
cylindrical ice-cream tubs that fit well into the barrel.
5. Background Research
Extensive work has been done by previous engineers in all fields, and this work is well
documented; one just needs to find it by looking in the right place! Earlier work provides
future recommendations which can be used to one's benefit, either to enhance a
design, or avoid a similar mistake. Even failed engineering projects are beneficial: to
provide valuable advice to the next engineer or engineering project.
One should remember that anyone can produce a YouTube video and or Wikipedia page,
but only in-the-field experts can produce conference papers and journal articles,
and hence these are considered credible sources. Academic institutions generally have
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access to journal libraries; one such common one available to Wits students is
ScienceDirect - one example of many!
6. Balance of Trade-Offs
In multi-variable engineering problems, often variables work against each other and a
benefit from one variable results in a disadvantage of another.
o Examples of trade-offs include: complexity vs reliability, size vs cost, mass vs
speed, etc.
o Example: a bus and a sports-car both solve the problem of moving people, both have
four wheels, seats, and an engine, and both cost about the same price. However, each
are good solutions to vastly different problems. In the end, size-vs-speed was the
trade-off made.
Very often, due to constraints on development time and costs, a good-enough solution
that meets requirements is often requested. Sometimes this infringes on the quality,
reliability, and efficiency boundaries, which only become apparent at a later stage (in
some ways students' marks are similar). This sometimes leads to a patch, especially
common in software products, or a re-call of hardware (such as in cars - very expensive!).
In academic research, one often has the luxury to focus on finding the best / optimum
solution, ignoring development costs.
The design process is somewhat iterative, incremental changes are made to the models
and or prototypes, followed by testing, until the requirements are satisfied. There are
several mathematical algorithms that can be used to quickly derive optimised
values, linear programming is one simple example.
Often, achieving the perfect balance is not possible, and the amount of time required to
achieve near-perfection increases significantly.
o HINT: A useful guide: 90% of the project takes 10% of the time and the last 10% of the
project takes 90% of the time!
Once the key project requirements have been simplified and the engineering problem
identified, an experimental methodology is formulated.
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In engineering, by deriving mathematical models that represent real observations,
designs can be developed and optimised mathematically. However, sometimes these
mathematical models can only be derived from empirical data - test results of
multivariable systems that are difficult to model, such as fluid flow in a pipe, which
depends on friction, turbulence, viscosity, etc.
Bear in mind that, often, the actual experimentation steps may have their own constraints,
such as availability, cost, accuracy, etc.
o Example: An example where an experimental process was not available or was
certainly very limited, was the design and development of the Space Shuttle. Since
very little information was known about space at the time and only a few spacecrafts
had actually been put into orbit, the Space Shuttle was predominantly developed
based on mathematical models. In publications after the first few missions, the
comparisons between actual measurements in space and the predicted models,
generally correlate quite well (well done to the engineers involved!) but in some cases,
there are quite large discrepancies too!
o HINT: It is best to start with something simple that works, before fiddling and
optimising it.
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