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BMM1711 Intro To Engineering 03 MRH

This document outlines the topics and course content for BMM1711 Introduction to Engineering Design and Teamwork. The course covers everyday engineering, ethics, design and teamwork, presentations and technical writing, estimation, and problem solving. It discusses key concepts like the difference between design and analysis, the iterative nature of design, developing problem definitions and criteria, generating ideas, evaluating options, and working in teams. Experimental design, project planning and management techniques like Scrum are also summarized.

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0% found this document useful (0 votes)
46 views27 pages

BMM1711 Intro To Engineering 03 MRH

This document outlines the topics and course content for BMM1711 Introduction to Engineering Design and Teamwork. The course covers everyday engineering, ethics, design and teamwork, presentations and technical writing, estimation, and problem solving. It discusses key concepts like the difference between design and analysis, the iterative nature of design, developing problem definitions and criteria, generating ideas, evaluating options, and working in teams. Experimental design, project planning and management techniques like Scrum are also summarized.

Uploaded by

Havoc Lake
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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BMM1711 Introduction to

Engineering
Design & Teamwork
Ts. Dr. Mohd Razali Hanipah, CEng MIMechE (UK)
[email protected]

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TOPICS

Course Content Outline CO*


1. Everyday Engineering CO1, CO2, CO3
2. Ethics CO1, CO2, CO3
3. Design & Teamwork CO1, CO2, CO3
4. Presentations & Technical Writing CO1, CO2, CO3
5. Estimation CO1, CO2, CO3
6. Solving Problems CO1, CO2, CO3

mrh 2
DESIGN IS ART.
ANALYSIS IS SCIENCE.
ANALYSIS INFORMS DESIGN.
The Design Process

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Art versus Science

• Design is to create solutions—the art


– Both products and processes are designed
– Thinking of solutions for the project—design
– Building the project—not design
– Modifying the device to make it work—design

• Analysis is to study solution options—the


science
– Rigorous, laborious, precise, maybe boring to some
– We have to make sure people don’t die
(or at least that our solution works)

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Design is iterative…

… but consists of distinct stages


– Problem/need identification
– Identifying criteria indicate a successful
design
– Generating ideas / developing possible
solutions
– Choosing from among possible solutions
– Prototyping / testing
– Implementation / evaluation
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Problem Definition

• Involves more than what the professor or


boss assigns

• At certain times, light streams in the


windows of a classroom and makes it hard
to see the projected image

• There are various ways of defining this


problem, and the definition will affect the
solutions
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Each problem definition suggests
different solutions

• Glare—make the screen anti-glare

• Light coming in—cover the window with brick, blinds,


shades, tinting/mirroring

• Geometry of the room/sun—renovate building

• Light is hitting the screen—move the screen

• Image is washed out—brighten the image

• Class held when sun shines in windows—reschedule to


play frisbee during sunny times

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DEVELOPING CRITERIA

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Criteria are important.

• What’s the best place to eat in town?


– The answer changes depending on whether you…
• are hosting a birthday for 20 five-year-olds

• need to eat between classes

• are celebrating an anniversary

• are going to lunch with six colleagues, one is allergic to


wheat, two are on protein diets, one won’t eat spicy
food, one is allergic to sesame, and one is a vegan

• You must ask, “the best for what?”


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Criteria for identifying good
criteria.

• Criteria should be clear


– Which is better?
– What is a good room temperature?

• Criteria should distinguish options


– It is unhelpful to say, “I’ll only buy a car if it has
side mirrors.”

• Criteria should be measurable


– What is it that makes a car “fun” to drive?
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Focus on limited criteria

Spend 2 minutes and identify your team’s

TOP 3 criteria for a cordless screwdriver

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GENERATING IDEAS

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Brainstorming

• Quantity is important.
– More ideas results in better chance of great idea.
– You only need one great idea.

• Variety is important.
– If you consider a variety of ideas, you will be confident
in your choice, and there is a chance to combine ideas.
– The best way to get a diverse set of ideas is to start with
a diverse group of people.

• Don’t criticize ideas


– Criticism discourages new contributions – evaluate the
ideas once you are done generating new ones. As the
team becomes
mrh comfortable sharing ideas while they are
EVALUATION OPTIONS

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Pairwise comparison
• A criterion (safety) is at the top left
• Each “Option” is a different design
• In the “Option 1” column, if Option 1 is worse (less
safe) than Option 2, put a 0 in that row. Put a 1 where
the options are similar, and put a 2 where the column
option is better (safer) than the row option.

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Weighted benefit analysis
• Criteria placed in the rows of first column
• Weights representing relative importance of each criterion are
placed in the second column.
• Evaluate each design on each criterion
• Add up the weighted values for each design
• Use judgment to compare the designs once the scores are in. Don’t
just go with the highest score.

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WORKING IN TEAMS

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Teams Need to Agree On…

• The team’s objective and how progress toward


that objective will be measured
• How the team will make decisions
• How the team will ensure all members are heard
• How the team will share workload, including how
to manage the absence of a team member.
• What roles team members will assume and how
they will rotate those roles so everyone learns

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Giving feedback
• Focus on behavior – what teammates do
rather than what you think is going on.
• Consider five important team skills
– Contributing to the Team’s Work
– Interacting with Teammates
– Keeping the Team on Track
– Expecting Quality
– Having Relevant Knowledge, Skills, and Abilities
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PERIOD ANALYSIS

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Experiments Inform Design
Process
• Observe the problem and note items of
interest.
• Hypothesize an explanation based on
what you know or can learn from others.
• Predict the behavior of a design based on
that hypothesis.
• Experiment to see if the system really
behaves that way
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Experimental Variables

• Independent variables are those that are


allowed to vary, but are controlled or
manipulated.
• Dependent variables react to a change in
one or more independent variables and are
measured.
• Control variables can vary, but are held
constant to simplify the experiment and
make it possible to understand the effect of
the other variables
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PERIOD Analysis

• P Parameters of interest determined

• E Establish the range of parameters

• R Repetition of each test specified

• I Increments of each parameter specified

• O Order to vary the parameters determined

• D Determine number of measurements needed

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PROJECT MANAGEMENT

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Project planning and
management
• Create a project timeline
– Timeline should include:
• All tasks
• Decisions
• Supplies and equipment necessary

– Assign each task a specific due date


• Work backwards from the due date to develop timeline
• Set a specific team meeting time at regular intervals
(such as once a week)

mrh
Project planning and
management

• Create a responsibility matrix – a list of


action items, deadlines, and responsible
persons

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Modern project management
• “Scrum” is a project management process made popular as a
method of software development.
• Holistic rather than linear, flexible rather than sequential
• Control passes back and forth among team members
• “Scrum master” rather than “project manager”, where the
scrum master watches the team’s process
• The “product owner” is the primary liaison to customers and
clients
• Other team members comprise the development team that
focuses on project deliverables—sharing progress publicly
and frequently

mrh

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