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Lesson: Time for Design Contributed by: Integrated Teaching and Learning Program, College of Engineering, University of Colorado at Boulder
Learning Objectives (Return to Contents) After this lesson, students should be able to:
Introduction/Motivation (Return to Contents) Engineering is about creating new things that help people in some way. But what kinds of things do you think engineers create? When some people think of engineers, they think of complicated spaceship designs or making tiny cell phones that are cameras, connect to the internet, and play music. But engineering can be more simple technologies, too! In fact, you have probably acted like an engineer without even knowing it. Have you have ever tried to make something that never existed before? Have you ever made a fort? What materials did you use to make it? You probably had to think about what objects to use and how to use them to make a sturdy fort that would stand up. Or, have you ever been bored and wanted something to play with when there was nothing around? I once crumpled the aluminum foil from my lunch to make a ball to play with and solved the problem of being bored by making a ball out of a material one might not think of as fun. Professionals are not the only ones who use engineering! No matter how simple or complicated a challenge may be, most engineers use a structured process when trying to find a solution or design; it is called the engineering design process. At first, when trying to find a good design, there may be no clear way to go. After some thought, you might come up with many different ideas for possible designs, but you might not know which will work or which will be best. Using the engineering design process helps engineers create good designs quickly.
Does everybody remember the scientific method? The scientific method is similar to the engineering design process because it guides us in a structured way through the experiments that we do. (To support this discussion, write the contents of Table 1 on the board as you go.) The first important part of the scientific method is the question or challenge. The engineering design process also has an important first step, only it asks "What can we make to solve this?" rather than, "How can we prove this theory wrong or right?" The second step of the scientific method is seeking background information and conducting research. In the engineering design process, the similar step is thinking of several different ways that the question or problem might be solved. The third step of the scientific method is creating a hypothesis to test. The similar step in the engineering design process is picking one of the design alternatives that you think may be the best solution. Step four in the scientific method is describing the procedures you will use to test your hypothesis. The design process has a similar step, in which you explain how your design will work and why you think it is the best solution. After that, the scientific method leads you to an observation of the experiment and its results. In the design process, you build and test your designed product to make sure it is a solution that solves your challenge or problem. The last step of the scientific method is to draw a conclusion based on your experiment. In the design process, you review your engineered product and decide if the design that you created is a great solution, or if you can make a better solution by incorporating what you learned into a new design. Since engineers frequently decide to redesign several times — each time incorporating new knowledge in their design — the design process can be thought of as iteration, or doing something again.
Optional: Pass out the Design & Brainstorming Handout. Looking at the steps of the design process, which do you think is the most important? Why? Coming up with many different ideas is clearly an important step, because you can sometimes combine several of your ideas into one great design. How can we think of many different ideas? Brainstorming is the term used to describe a group of people working together to come up with a list of ideas. In a group, people can get ideas from building off of others' ideas. That is why brainstorming works so well and why professional engineers use it all the time! These are the guidelines for a creative brainstorming session:
By following these guidelines, engineers come up with many different, creative designs. For example, engineers at General Electric were once brainstorming to find a way to connect electrical wires temporarily. One engineer had the wild idea that a mouse could bite the wires together, holding the wires in its teeth. This idea seems crazy at first, but in fact, it led to the idea of the alligator clip which is now often used to temporarily connect wires (see Figure 1). Brainstorming can help us think of ingenious new ideas, too! Today, we are going to use brainstorming and the engineering design process to help us think of new ideas and solutions to some challenges. Are you ready? Lesson Background & Concepts for Teachers (Return to Contents) There are different ways to describe the engineering design process. Below is the basic outline, in six steps. Many engineers use these steps to help find good design solutions to a problem, and most of the steps can apply to your students' projects, too.
What is the problem you're trying to solve? Write a problem statement, which is a short, carefully thought-out sentence about what problem or challenge you are trying to solve. The problem statement should be general enough to be open to any kind of solution. For example, one student team might say their problem statement is: "To make a better can opener." A better statement would be: "To get the contents out of a can." That way, the problem is open to any creative solution, not just the can opener solution. Also in this step, engineers find out from the customer any design requirements, using specific numbers if possible. For example, if the customer wants the solution to be lightweight, write down that it must weigh less than X pounds or kilograms.
Another way to look at the problem differently is by analogy, which means seeing how the problem is solved in a completely different environment or context. For example, Velcro was a solution invented by a person who saw that burrs stuck to his clothes. He took an idea from something that occurred in nature and turned it into something useful for people. Another way to look at the problem differently is to explain it to another person. Simply explaining the problem to your friend might help you think of something that you didn't think of before. Or, your friend's response might trigger an idea for you. Another tool that can help you think of several ideas is called SCAMPER. Each letter stands for a way that you can change a design that you already have: Substitute Combine Adapt Modify, Magnify or Minify Put to other uses Eliminate Reverse or Rearrange
Vocabulary/Definitions (Return to Contents)
Associated Activities (Return to Contents)
Lesson Closure (Return to Contents) Who can tell me the steps in the engineering design process? (Answer: Find the need or problem, brainstorm ideas, select a design, explain your design, create and test a model of your design, review and decide if your design is the best solution, iterate your design) We know that brainstorming is really important! What are some of the rules of brainstorming? (Answer: No negative comments are allowed, encourage wild ideas, record all ideas, build on the ideas of others, stay focused on the topic, and one conversation at a time.) Now that we know all about the engineering design process, we can use it in our own lives. It can help us find solutions to our own challenges, like keeping our lunch cold on a warm day. It can help us in class and when we do engineering activities. Many engineering activities include designing something to help make things better. We can use the steps of the engineering design process to come up with the best new solution to any engineering challenge! Attachments (Return to Contents) Assessment (Return to Contents) Pre-Lesson Assessment Discussion Questions: Solicit, integrate and summarize student responses. Ask the students:
Post-Introduction Assessment Voting: Ask a true/false question and have students vote by holding thumbs up for true and thumbs down for false. Tally the votes and write the totals on the board. Give the right answer.
Lesson Summary Assessment Diagramming: Ask students to illustrate the engineering design process by making a diagram with arrows. It should include the most important steps, such as defining the need or problem, coming up with ideas, selecting an idea, testing a design, and deciding if the solution works. Hang these flow charts around the classroom. Role-Playing: Have students role-play "good" versus "bad" brainstorming behaviors. Ask four students to come up to the front of the class. Give them a brainstorming challenge, such as: "come up with a new design for a water toy." Have them act out a scene using bad brainstorming techniques (for example, students do not listen to each other or make fun of each others' ideas). Ask the rest of the class to suggest ways to improve the brainstorming session using the brainstorming guidelines. Have the same students re-enact the scene using good brainstorming techniques. Homework Household Hunt: Assess students' understanding of the lesson by assigning them to make a list of everything they use in their homes that was designed by engineers. Suggest that they pay close attention to everything around them. Answers should cover a range of topics, for example: shelter, heating, communications devices, medical devices, cooling, food storage and preparation, household appliances, entertainment, transportation, clean water, etc. (See additional ideas in the Lesson Extension Activities section.) Lead a ten-minute discussion during the next class period, asking students what they learned from the homework assignment. Lesson Extension Activities (Return to Contents) Have students apply the engineering design process to a problem from a storybook, such as The Three Little Pigs or Three Billy Goats Gruff, to come up with the best solutions. Lead a brainstorming session to see how many ideas students can generate to the question: "What have engineers designed that improves your life?" If students need help, remind them that engineers design solutions that address society's needs and problems. Possible answers: Ways to keep food cold, ways to heat water, ways to cook food in your house, your house, your school, delivering cleaning drinking water in your house, household appliances to wash and cook, soaps and shampoos, smoke detectors, ways to measure and predict weather, medical technologies, replacement arms/legs, lighting, heating, cooling, telephones, music players, televisions, computers, computer games, subways, buses, cars, bicycles, skateboards, roads, highways, bridges, tunnels, dams, energy/power generators, skyscrapers, factories, city water systems, sporting equipment, new fabrics, new technologies, etc. Additional Multimedia Support (Return to Contents) Link to the National Academy of Engineering (NAE)'s list of the Top 20 Engineering Achievements of the 20th Century: http://www.greatachievements.org/. Good information is provided on each item, giving students an historical perspective on modern conveniences they may take for granted. These engineering accomplishments made great contributions in addressing disease, pollution, deforestation, treacherous working conditions, and enormous cultural divides, resulting in a healthier, safer, and more productive world. References (Return to Contents) Abarca, J., Bedard, A.J., Carlson, D.W., Carlson, L.E., Hertzberg, J., Louie, B., Milford, J., Reitsma, R.F., Schwartz, T.L. and Sullivan, J.F. (2000) "Introductory Engineering Design: A Projects-Based Approach," Third Edition, Textbook for GEEN 1400: First-Year Engineering Projects and GEEN 3400: Innovation and Invention, Integrated Teaching and Learning Program, College of Engineering and Applied Science, University of Colorado at Boulder. Introduction to Design in the Classroom. Summer 1996. Classroom Compass, Volume 2, Number 3, Southwest Educational Development Laboratory. Accessed April 26, 2006. http://www.sedl.org/scimath/compass/v02n03/design.html Contributors Megan Podlogar, Malinda Schaefer Zarske, Denise Carlson, Jackie SullivanCopyright © 2006 by Regents of the University of ColoradoThe contents of this digital library curriculum were developed under a Discovery Learning Apprenticeship by the Integrated Teaching and Learning Program. Supporting Program (Return to Contents) Integrated Teaching and Learning Program, College of Engineering, University of Colorado at BoulderLast Modified: September 26, 2008
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