Senior Design Exam 2

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83 Terms

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Concept Development Process

The early design phase where customer needs are translated into engineering requirements, initial concepts are generated, evaluated, and refined into a coherent product direction.

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System-Level Design

The stage where the overall product architecture is defined, subsystems and interfaces are laid out, and concept variants are organized into a full product layout.

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Function (in design)

What the product or component must do, expressed independently of how it does it (form-independent).

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Form (in design)

The physical embodiment or specific solution that realizes a function (e.g., bolt, spring, linkage, motor).

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“What, not How” principle

Functional models should describe what needs to happen (functions) rather than how it is implemented (specific solutions).

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Verb–Noun Function Statement

A standardized way to express functions using an action and an object (e.g., “store energy,” “transmit force”).

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Function Tree

A hierarchical diagram showing the overall function decomposed into subfunctions that support it.

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Overall (Black-Box) Function

The highest-level function of a product with defined inputs and outputs but no internal details.

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Subfunction

A smaller, more specific function that contributes to achieving a higher-level function.

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Orphaned Subfunction

A subfunction that is not linked to any higher-level function, indicating an error in the function tree.

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Alternate Decomposition by User Actions

A decomposition method where the system is broken down by sequences of user interactions instead of functions.

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Subtract-and-Operate Procedure

A method where one component is removed, the system is operated without it, and the missing function is identified.

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Design Fixation

A cognitive bias where exposure to example solutions limits creativity and leads designers to copy features unconsciously.

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Incubation Effect

Creative improvement that occurs when taking a break from conscious problem solving leads to more and better ideas.

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Goal of Concept Generation Methods

To increase the quantity, variety, and creativity of ideas while reducing fixation on initial solutions.

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Rules of Concept Generation

Include reviewing the problem, suspending judgment, encouraging quantity, building on others’ ideas, and welcoming wild ideas.

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Brainstorming

A group-based, judgment-free idea generation technique focused on rapid creation of many diverse ideas.

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Mind Map

A visual diagram connecting brainstormed ideas around a central problem, showing clusters and relationships.

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Brainwriting Methods

Group ideation methods (6-3-5, C-Sketch, Gallery) that rely on written/sketched ideas passed among participants to avoid dominance and encourage equal contribution.

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6–3–5 Method

An ideation method where 6 people generate 3 ideas over 5 rounds, building silently on each other's concepts.

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Gallery Method

Individuals generate concepts, post them on the wall, review them as a group, then refine ideas based on feedback.

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C-Sketch

A collaborative sketching technique where each participant works on one sketch at a time and passes it along for modification.

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Fluency

The total number of distinct ideas generated in a concept generation session.

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Originality

The novelty or uniqueness of ideas compared to typical or common solutions.

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Variety

The diversity of idea categories or approaches represented in a set of concepts.

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Quality

How well an idea is expected to satisfy functional requirements, constraints, and performance targets.

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SCAMPER

A checklist (Substitute, Combine, Adapt, Magnify/Minify, Put to other uses, Eliminate/Elaborate, Rearrange/Reverse) to stimulate new ideas.

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Directed Concept Generation

Systematic ideation approaches that use known information, physical principles, catalogs, or TRIZ to generate solutions.

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Design Catalogs

Collections of known solutions or analogous products used to inspire or inform new design ideas.

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Design-by-Analogy

Applying ideas or mechanisms from one domain (e.g., biology, existing products) to solve a design problem in another.

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TRIZ

A structured innovation method using contradiction matrices and inventive principles to resolve design conflicts.

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TRIZ Step 1 – Identify Design Conflict

Find a pair of parameters where improving one harms the other.

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TRIZ Step 2 – Translate Parameters

Convert the conflicting parameters to generalized engineering parameters used in the TRIZ matrix.

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TRIZ Step 3 – Use Contradiction Matrix

Look up recommended inventive principles for solving the conflict without worsening the opposing parameter.

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TRIZ Step 4 – Apply Principles

Use the identified inventive principles to create new, conflict-resolving design ideas.

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Morphological Matrix

A table listing subfunctions with alternative solution options used to systematically generate complete concept variants.

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Concept Variant

A complete product concept created by selecting one solution principle for each subfunction in the morph matrix.

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Highly Coupled Subfunctions

Subfunctions that strongly affect each other and should be considered together when generating solution options.

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Order-of-Magnitude Estimation

A quick feasibility check using rough calculations to compare system performance or viability.

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Prototype

An approximation of a product used to test, refine, and validate/verify the design.

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Virtual Prototype

A digital model (CAD, FEA, simulation) used to analyze and improve design performance.

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Physical Prototype

A tangible model used to test functionality, usability, or performance.

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Low-Fidelity Prototype

A quick, inexpensive prototype used mainly to validate customer needs and early usability (“Am I building the right product?”).

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Proof-of-Concept Prototype

A prototype focusing on validating function and meeting engineering specifications (“Am I building the product right?”).

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Validation

Testing whether the design meets user needs and aligns with intended use cases.

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Verification

Testing whether the design meets engineering requirements and performance specifications.

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Concept Selection

The process of comparing feasible concepts against criteria derived from needs and specs to choose which concept to pursue.

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Pugh Chart

A decision-matrix tool that compares concepts to a datum using +, 0, and – ratings across evaluation criteria.

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Datum (Pugh Chart)

The baseline concept used for comparison; receives neutral scores across all criteria.

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Risk Assessment Matrix

A qualitative tool combining probability and severity to categorize risks as Low, Moderate, High, or Extreme.

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Risk Probability Categories

Levels describing the likelihood of occurrence: Rare, Unlikely, Possible, Likely, Certain.

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Risk Severity Categories

Consequences of failure: Negligible, Marginal, Critical, Catastrophic.

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Low Risk

Risks that generally pose no significant issues and may only require minor improvements.

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Moderate Risk

Risks that need planned management but not immediate intervention.

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High Risk

Risks requiring quick action or redesign to prevent them from hindering progress.

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Extreme Risk

Critical risks requiring immediate action to eliminate or significantly reduce them.

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Hierarchy of Risk Controls

Ranked from most effective to least: elimination/substitution, engineering controls, administrative controls, PPE.

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FMEA
A quantitative method of analyzing failure modes
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Failure Mode
The specific way a component or subsystem might fail (fracture
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Failure Effect
The impact of a failure mode on system performance
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Failure Cause
The underlying mechanism leading to failure such as fatigue
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Severity (S)
A 1–10 rating describing how serious the consequence of a failure is
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Occurrence (O)
A 1–10 rating describing how likely a given failure cause is to occur
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Detection (D)
A 1–10 rating describing how likely it is to detect a failure before it reaches the user
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Risk Priority Number (RPN)
A numeric risk score calculated as Severity × Occurrence × Detection used to prioritize actions
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Design for X (DfX)
A design philosophy optimizing a product for a specific target such as cost
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Design for Manufacturing (DfM)
Designing components to be easy
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Design for Assembly (DfA)
Designing to simplify and speed up assembly by minimizing fasteners and making parts easy to orient
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DfMA
Combined DfM and DfA principles used to reduce part count
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KISS Principle
A guideline emphasizing simplicity to reduce cost and improve reliability (“Keep It Simple
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Theoretical Minimum Number of Parts
A rule stating a part should only exist separately if required for motion
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Minimize Parts Heuristic
Combining features into fewer parts to reduce assembly time
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Easy Insertion Heuristic
Designing parts with guiding features to ensure they naturally orient and assemble correctly
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Minimize Fasteners Heuristic
Favoring integrated fastening features like snap-fits instead of screws or bolts
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Design for Additive Manufacturing (DfAM)
Applying design rules optimized for 3D printing
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AM Benefit: Complexity Independent of Cost
Additive processes allow complex shapes and internal channels with little added cost
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Overhang Rule (45° Rule)
Overhangs steeper than ~45° typically require support material during printing
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Accessible Support
A DfAM rule stating all supports must be reachable for removal or the design must be changed
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Minimum Feature Size
A guideline that features should typically be ≥1.0 mm (printer-dependent) to ensure successful printing
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Infill
The internal density of a printed object that controls strength
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Part Orientation – Support Minimization
Orienting a part to reduce overhangs and minimize required support structures
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Part Orientation – Surface Finish
Orienting a part to reduce stair-stepping and improve finish on critical surfaces
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Part Orientation – Load Direction
Aligning print layers so that material strength is maximized along expected load paths