Introduction To Engineering Design
Introduction To Engineering Design
Introduction to Engineering Design is a practical, straightforward workbook designed to systematize the often
messy process of designing solutions to open-ended problems.
From learning about the problem to prototyping a solution, this workbook guides developing engineers and
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Geometric Programming for Design and Cost Optimization (with Illustrative Case Study Problems and Solutions)
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DOI 10.2200/S01095ED1V01Y202104EST016
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ABSTRACT
Introduction to Engineering Design is a practical, straightforward workbook designed to systematize the often messy
process of designing solutions to open-ended problems.
From learning about the problem to prototyping a solution, this workbook guides developing engineers and
designers through the iterative steps of the engineering design process. Created in a freshman engineering design
course over ten years, this workbook has been refined to clearly guide students and teams to success. Together with a
series of instructional videos and short project examples, the workbook has space for teams to execute the engineer-
ing design process on a challenge of their choice. Designed for university students as well as motivated learners, the
workbook supports creative students as they tackle important problems.
Introduction to Engineering Design is designed for educators looking to use project-based engineering design
in their classroom.
KEYWORDS
engineering design, decision-making, project-based, teaming, flipped instruction, prototyping, communication
xi
Contents
Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ������������������������� xiii
Acknowledgments
The authors would like to thank faculty, staff, and students at Rice University and Duke University, specifically
Christina Rincon, Alex Nunez-Thompson, Horatia Fang, Zoe Roberts, Dr. Maria Oden, Dr. Marcie O’Malley, and
Dr. Sophia Santillan who helped prepare the materials. Others who have helped with this workbook include Dr.
Tracy Volz, Adam White, Mike Svat, Amber Muscarello, Dr. Liz Paley, and the members of Houston We Have
Coffee, Safe Soap, and IV Drip teams.
Thank you to all of the design teams over the years who have taken first-year design at Rice University and
Duke University and provided feedback on the material.
1
CHAPTER 0
Understand Problem/Context
Evaluate Solutions
Test Solution
Playlist
Watch this video playlist for an overview of the EDP. Learn what tasks correspond to each step, as well as charac-
teristics of the overall process.
Videos bit.ly/step0-introtoedp
2 STEP 0: INTRODUCTION TO THE ENGINEERING PROCESS
Video Notes
What are the two stages of the EDP? What is the purpose of each stage?
For each step of the EDP, list an example task in Table 0.1.
Understand Problem/Context
Evaluate Solutions
Prototype Solution
Test Solution
Content Summary
2. Understand Problem/Context. Research the problem space by learning about the existing solutions,
relevant background, aspects that govern the problem, and business perspectives. This is achieved by
conducting research, talking with users and clients, and traveling to specific destinations.
3. Define Design Criteria. Formally define design goals by pairing quantitative numbers to objectives and
constraints.
4. Brainstorm Solution Options. Identify as many solution options as possible using a disciplined process
that allows team members to build off of each other’s ideas and think divergently.
5. Evaluate Solutions. Reduce a large number of solution options down to a selected design solution.
6. Prototype Solution. Detail the solution and build a CAD model, physical prototype, or computer pro-
gram. Iterate physical prototypes from low-cost, low-fidelity materials to high-fidelity materials that
resemble the solution.
7. Test Solution. Test to see how the design solution meets the established design criteria.
Review Questions
A. Streamlined
B. Iterative
C. Archaic
D. Linear
2. The two main stages of the EDP are first: ____ and second: ____.
C. Often rush
D. Both B and C
5. Identify which step should replace the # 2 in the EDP diagram below.
1
2
A. Evaluate solutions
B. Test solution
C. Understand problem/context
D. Prototype solution
STEP 0: INTRODUCTION TO THE ENGINEERING PROCESS 5
Exercise #1
Introduction
Individuals who work in large warehouses are responsible for scanning thousands of barcodes each day. Using stan-
dard, trigger-activated scanners can cause stenosing tenosynovitis or “trigger finger,” which can be painful and require
surgery to remove.
A new engineering team is tasked with designing a new scanner to prevent trigger finger entirely. The team
writes out everything they need to accomplish.
Task
Using your knowledge of the EDP, organize the engineering team’s notes into the steps of the EDP.
Exercise #2
Introduction
Your team has been tasked with designing a new feeding device for children with musculoskeletal disorders. Some
patients with such disorders have a limited range of motion in their arms and hand, as well as limited gripping power.
More information on this project is given in Step 1: Clarify Team Assignment.
Task
Using your knowledge of the EDP, read the following scenarios and identify steps that the team skipped or executed
incorrectly. If a scenario begins in the middle of the EDP, assume that the previous steps were completed correctly.
1. Your team reads the project prompt carefully and takes notes. Everyone then splits up the information
and begins to research the problem. Once the research has been documented and shared, the team sets
design criteria for their final design.
2. After researching the design problem, the team begins to brainstorm solutions. Elements of solutions
that were identified while researching were incorporated into the brainstorming process.
3. Once the team has chosen a final design solution, they build prototypes. The first prototype contains
parts made from a laser cutter and 3D printer. This initial prototype is then tested and evaluated against
the team’s design criteria.
4. After brainstorming a wide selection of solutions, the team unanimously votes on a solution. They in-
form the client of their selection and begin to prototype the solution.
STEP 0: INTRODUCTION TO THE ENGINEERING PROCESS 7
Using this workbook assumes that you are working alone or in a team to solve an open-ended design challenge. This
design challenge should be defined to some degree, either in a written document or a conversation. You should know
who the client for the problem is, what the solution needs to do, and some objectives for the solution to achieve.
Learning the EDP is more fun and efficacious when you have your own problem to tackle.
9
CHAPTER 1
Understand Problem/Context
Evaluate Solutions
Test Solution
Playlist
Watch the following video playlist to get an overview of the clarifying the team assignment step. Learn to distinguish
between the key stakeholders of a project, as well as how to conduct a client interview.
Videos bit.ly/step01-clarifyingteamassignment
10 STEP 1: CLARIFYING THE TEAM ASSIGNMENT
Video Notes
• Problem statement:
What are the key distinctions between the participants in the EDP?
Content Summary
The purpose of clarifying the team assignment is to define the scope of a project. Often, this culminates in a written
problem statement, which succinctly describes the problem that needs to be solved. Clear problem statements typi-
cally have a user, an action, and an outcome. Examples include:
• Individuals with disabilities need an easy and safe way to get around their community.
The user-designer-client triangle (Figure 1.2) is a visual cue to remind the designers (engineers or engineering
students) that users (the individuals who will use the product or design) are not the same as the client (the individual
who brought the problem to the designer). In special cases, the client and the user may be the same person.
Designer
Client User
Review Questions
1. Clarifying the team assignment is the ____ step of the EDP.
A. 1st
B. 2nd
C. 3rd
D. 4th
2. If you were tasked with developing a new syringe, who would be potential users?
A. Your team
B. A professor
C. Nurses
3. If you were tasked with developing a new syringe, who would be the client?
A. Your team
B. A professor
C. Nurses
A. The designer bears the primary responsibility for solving the engineering problem.
5. After completing the “Clarify team assignment” step, teams should ___.
6. A client’s ____ for a project may include the absence of existing solutions, a demonstrated need for a
device, new business opportunities, and the development of new technologies.
A. Wishes
B. Goals
C. Motivation
D. Potential ideas
STEP 1: CLARIFYING THE TEAM ASSIGNMENT 13
Exercise #1
Introduction
Giraffes at the Zoo
There are numerous Masai giraffes that currently call the local zoo home. Giraffes are the tallest living animals; with
long necks, they reach plants high off the ground (Figure 1.3). They have a rich diet of leaves, hay, shrubs, twigs,
and even fruit. The Masai giraffes live primarily in Tanzania and southern Kenya, although other varieties are found
throughout Africa.
Enrichment Devices Stimulate Lives of Animals
Keeping animals in captivity entails adhering to regulations imposed by the United States Department of Agri-
culture (USDA). For zookeepers, it is a responsibility to cultivate a stimulating life for all animals in the facility.
This cultivation is achieved through enrichment activities, which are often devices that elicit natural behaviors and
challenge the strength and mental agility of the species. Enrichment items for giraffes on exhibit at the zoo are
currently limited.
Project Goal
The goal of this project is to create a hay feeder for giraffes at the zoo. This
device should also be an enrichment activity to help mentally stimulate the
giraffes on exhibit.
Desired Characteristics of Device
All additions to the zoo, including enrichment devices, must look natural and
mimic the existing habitat. Ideally, the device should be placed at the front of
the exhibit to draw the giraffes toward the visitors. The device must be sturdy
enough to withstand interaction with the giraffes. The device should also be
able to withstand all local weather conditions; it should be durable and last at
least 3 years. The device should be fun for the giraffes and engage them on a
regular basis. Cost is a consideration.
Figure 1.3: Masai giraffe.
14 STEP 1: CLARIFYING THE TEAM ASSIGNMENT
Task
Identify possible expectations of the client for the giraffe project at the zoo. You can underline direct phrases in the
project prompt.
Identify possible assumptions of the client. You can underline direct phrases in the project prompt.
After reading the prompt, the design team for the giraffe project summarized key objectives below. Using this infor-
mation, generate at least five key questions for the client interview.
Questions:
STEP 1: CLARIFYING THE TEAM ASSIGNMENT 15
Exercise #2
Introduction
Limited Motor Function in Children
Musculoskeletal disorders may affect individuals by limiting their range of motion of their arms and hands, as well as
their grip strengths. These limitations can have a great impact on everyday activities. Children may need assistance,
as their weak coordination and motor skills can make seemingly easy tasks very difficult to complete independently.
Need for Independence with Eating
An individual with a musculoskeletal disorder may need help to cut food, transfer food from the plate to the utensil,
raise the utensil with food to their mouth, and wipe their mouth afterward. When possible, therapists and parents
support children so they can develop the ability and confidence to independently feed themselves. Although there
are a variety of utensils, including spoons and forks, that have been proposed for children with other disabilities, few
are sufficient for children with more extensive musculoskeletal disorders. The available utensils require children to
have wide ranges of motion and require children to have enough gripping power to hold them.
Problem Statement
The goal of this project is to design a low-cost, comfortable, and efficient utensil for children with musculoskeletal
disorders.
Desired Characteristics of Utensil
The device should be able to assist a child with limited arm control and weak gripping strength to transfer food
effectively. The device should be durable and able to withstand daily use, as well as be lightweight and easy to grip.
Cost is also an important consideration for this device.
Task
Critique the following client interview questions and make suggested improvements as necessary. Rewrite poorly
constructed or closed-ended questions. What category fits the question most closely: motivations (M), expectations
(E), or assumptions (A)?
Category: M, E, A
1. Do normal spoons or forks spill frequently?
Exercise #3
Task
Critique the following problem statements. Evaluate their strengths and weaknesses. Does each statement have an
action and an outcome?
1. The zoo needs a way to release food to animals periodically throughout the day.
2. Students need an app to find tools and materials in their makerspace.
4. Students want to see which parking spaces are available when driving to school.
STEP 1: CLARIFYING THE TEAM ASSIGNMENT 17
• What is currently used? What are the limitations? If nothing is available, why?
• What characteristics are important in a new design? What are necessary or mandatory characteristics?
What are some desired features?
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
STEP 1: CLARIFYING THE TEAM ASSIGNMENT 19
20 STEP 1: CLARIFYING THE TEAM ASSIGNMENT
Project Summary
What problem are you trying to solve? What is the unmet need or unique opportunity?
Who will be working on this project? Include project members and contact information.
CHAPTER 2
Understand Problem/Context
Evaluate Solutions
Test Solution
Playlist
Watch the following video playlist to get an overview about understanding your design problem and its context.
Learn how to categorize the problem space to obtain informative and relevant research.
Videos bit.ly/Step02-understandingtheproblemandcontext
22 STEP 2: UNDERSTANDING THE PROBLEM AND CONTEXT
Video Notes
• Problem context:
• Peer-reviewed:
What are the four subcategories of the problem space?
What is the key difference between a deep and a shallow dive during research?
List at least two examples in each of the subcategories for the water bottle project in Table 2.1.
Content Summary
The purpose of understanding the problem and context is to take a deep dive into the problem space, with the goal of
fully understanding your problem. Your team needs to gather and study information relevant to your project. Figure
2.2 provides a range of topics to explore. Details on these topics are given in Table 2.2.
Your team may need to consult with your client again after completing the research. Make sure to utilize good
research techniques, such as using peer-reviewed sources.
Limitations
Existing Solutions
Governs the
Problem Standards
Historical Solutions
Exploration of Regulations
Similar Problems Existing Solutions
Similar Solutions