3 ConceptualDesignPhase
3 ConceptualDesignPhase
Phase
Brainstorming and Exploring Possible Solutions
LET’S
GET
STARTED!
To
many,
most
of
the
work
involved
in
the
previous
phases
has
felt
tedious,
repetitive,
and
un-‐stimulating.
And
while,
in
some
ways,
you
will
be
transitioning
into
more
creative
outlets,
you
must
understand
that
research
and
data
collection
will
continue
until
the
project’s
completion.
Before
jumping
headfirst
into
tasks
you
deem
‘sexier’,
remember
that
while
everything
done
up
to
this
point
has
built
a
strong
foundation,
none
of
it
is
set
in
stone.
Things
adjust.
People
change
their
minds.
Assumptions
will
be
proven
wrong.
Do
not
get
discouraged
by
this
or
feel
as
though
your
efforts
are
condemned
to
fall
through.
Setbacks
and
failures
are
a
completely
normal
part
of
any
design
process
and
it
will
be
up
to
you
to
have
the
determination
and
mindset
to
keep
moving
forward.
The
previous
phases,
as
mentioned,
taught
you
to
think
in
a
sophisticated
way,
to
ask
informed
questions,
and
be
perceptive
about
the
impact
things
have
on
each
other.
In
other
words,
to
think
profoundly.
In
this
phase,
you
will
learn
to
think
creatively
and
explore
different
methods
of
brainstorming.
Many
people
believe
that
in
order
to
effectively
brainstorm,
you
must
be
an
inherent
creative
genius.
In
actuality,
brainstorming
creative
solutions
mostly
stems
from
being
confident
in
your
ideas,
even
if
they
seem
crazy
at
first.
Brainstorming
requires
a
free
and
open
environment
that
is
encouraging
to
everyone
involved.
Every
idea
will
not
necessarily
be
a
good
idea,
but
the
hope
is
to
spark
even
more
thoughts
to
eventually
come
up
with
something
original
and
useful.
Each
brainstorming
session
should
be
focused
on
ideas
alone,
as
discussions
about
their
feasibility
can
be
discouraging
to
some
or
narrow
the
imagination
of
others.
Judgment,
analysis,
and
criticism
stunts
idea
generation
and
limits
creativity;
even
the
fear
of
having
an
original
thought
attacked
keeps
many
from
growing
into
real,
tangible
solutions.
THE
10
COMMANDMENTS
OF
BRAINSTORMING
1
I
will
withhold
criticism
6
I
will
engage
in
one
conversation
at
a
time
2
I
will
encourage
wild
ideas
7
I
will
say
nothing
negative
3
I
will
aim
for
quantity
over
quality
8
I
will
ensure
a
welcoming
environment
4
I
will
build
on
the
ideas
of
others
9
I
will
be
confident
in
my
ideas
5
I
will
stay
focused
on
one
topic
at
a
10
I
will
draw
and
write
everything
down
time
for
everyone
to
see
1.
Functional
Decomposition
Although
you’re
itching
to
begin
brainstorming,
you
are,
quite
frankly,
not
ready.
And
although
wild,
crazy
ideas
are
encouraged,
you
first
must
have
specifications
that
will
keep
your
suggestions
refined
and
on
task
to
the
problems
at
hand.
Functional
Decomposition,
which
sounds
intimidating,
is
really
just
a
strategy
to
simplify
your
project’s
function.
There
may
be
an
overarching
function
that
your
design
must
fulfill;
however,
most
often,
it
is
the
culmination
of
many
sub-‐functions
that
allows
your
product
to
perform
as
desired.
Without
specifically
outlining
the
smaller
tasks,
you
run
the
risk
of
trying
to
solve
a
complex
problem
with
a
single,
complicated
fix.
Decomposing
an
intricate
process
and
breaking
it
down
into
its
smaller,
simpler
parts
is
essential,
as
working
on
many
simple
components
is
faster,
easier,
and
reduces
the
likelihood
that
you’ll
miss
something.
To
perform
a
f
unctional
decomposition,
determine
the
main
function
that
your
end
product
must
perform.
If
you
are
unclear
about
what
this
is,
you
should
return
to
the
previous
phases
and
refine
your
understanding
of
the
customer
requirements.
Each
function,
and
then
each
following
sub-‐function,
must
be
broken
down
into
smaller
components,
only
stopping
when
everything
has
been
accounted
for.
Sometimes
when
decomposing,
it
is
tempting
to
think
about
what
the
project
needs
to
do
and
how
it
will
do
it.
Although
the
distinction
between
the
what
and
the
how
can
become
fuzzy,
all
you
should
really
care
about
are
the
tasks
the
project
should
perform.
You
should
completely
avoid
brainstorming
any
ideas
on
design
and
execution.
Throughout
the
decomposition,
there
are
some
common
mistakes
that
you
can
make.
Follow
the
handy
list
below
and
repeatedly
ask
yourself
if
any
are
present
in
your
diagram.
1. Not
breaking
down
far
enough:
Sometimes
when
a
function
seems
intimidating,
you
may
be
tempted
to
leave
it
alone
and
figure
it
out
at
a
later
time.
Don’t.
You
may
discover
a
sub
function
that
needs
to
be
addressed
now
or
miss
something
altogether.
2. Breaking
down
too
far:
There
is
such
a
thing
as
making
things
too
simple.
Instead
of
trying
to
simplify
to
the
barebones,
decompose
to
a
point
where
your
statement
is
a
single,
manageable
task.
3. Not
reviewing
client
requirements:
To
ensure
the
scope
is
correct
and
that
the
product
remains
usable
to
the
client,
constantly
review
the
project
needs
you
have
previously
defined.
4. Not
identifying
risk
areas
of
a
project:
A
risk
area
can
mean
a
vague
sub-‐function,
an
intricate
relationship
between
many
sub-‐functions,
an
essential
function,
or
basically
anything
that
will
risk
your
product
not
functioning
properly.
If
a
risk
area
is
identified,
significant
effort
should
be
made
ensure
that
the
sub-‐functions
are
clear,
doable,
and
integral
to
any
idea
generated.
to
5. Not
identifying
relationships
between
every
function:
While
it’s
easy
to
merely
connect
parent
and
child
functions,
try
to
think
more
profoundly
about
how
things
affect
each
other.
You
may
work
on
a
function
without
success
until
you
realize
that
it
won’t
work
until
another
function
becomes
operational.
You
will
be
moving
into
brainstorming
in
the
next
section
but,
in
your
excitement
for
that,
do
not
rush
this.
Without
a
clear
idea
of
what
functions
your
project
must
perform,
any
ideas
generated
will
fail
to
meet
the
customer
requirements.
Take
your
time
and
do
it
right,
or
you’ll
end
up
repeating
this
task
many,
many
times.
Example
2.
Brainstorming
Now
that
you
have
a
solid
understanding
of
what
your
project
needs
to
do,
you
can
start
developing
possible
solutions
that
will
meet
those
specifications.
Brainstorming
can
be
done
individually
or
in
a
group
setting;
however,
combining
both
approaches
most
often
attains
the
best
results.
Most
people
would
assume
that
the
number
of
ideas
or
amount
of
creativity
determines
whether
a
team
can
brainstorm
successfully.
In
fact,
the
biggest
obstacle
is
your
team
dynamic.
Some
problems
are
that:
1. Strong-‐willed
people
who
lead
group
discussions
can
pressure
others
into
conforming.
2. Some
people
tend
to
be
more
creative
away
from
a
crowd.
3. Group
discussions
can
create
a
critical
and
unsupportive
environment.
4. There
is
chaos
and
disorganization
because
everyone
wants
their
ideas
to
be
heard
and
chosen.
Whether
you
are
in
a
new
or
continuing
team,
tension
and
disagreements
happen.
People
are
required
to
voice
their
opinions
and
listen
to
others,
and
it’s
easy
to
get
frustrated
when
the
two
don’t
agree.
Although
everyone
has
different
perspectives
and
it’s
sometimes
hard
to
reach
unanimity,
that
diversity
is
a
team’s
biggest
asset.
The
point
of
brainstorming
isn’t
to
‘wow’
your
team
members
or
play
Devil’s
Advocate.
Someone
may
have
one
hundred
ideas
they
like
or
one
they
really
love,
and
none
of
them
may
present
the
perfect
solution.
The
hope
is
to
work
together
to
combine
many
good
suggestions
into
one
great
idea.
As
a
team,
you
may
fight
and
challenge
each
other.
That’s
okay.
But
if
that
does
happen,
it
is
up
to
everyone
to
behave
maturely
and
professionally,
to
discuss
where
the
tension
is
coming
from.
If
needed,
reevaluate
what
isn’t
working
in
the
session
and
change
it
so
everyone
feels
comfortable,
productive,
and
listened
to.
The
team
can
take
a
break,
get
refreshments,
and
get
back
to
being
productive
about
the
problems
at
hand.
Brainstorming
should
be
an
invigorating
and
inventive
experience!
If
it
isn’t,
reach
out
to
a
mentor
to
discuss
what
needs
to
change.
3.
Rules
Of
Brainstorming
There
is
a
lot
o
f
value
in
using
a
collaborative
approach
to
the
design
process,
but
a
few
ground
rules
need
to
be
put
in
place
to
ensure
brainstorming
sessions
are
actually
effective.
• Provide
strong
leadership
and
a
framework
to
follow.
If
a
session
is
without
rules
and
proper
direction,
discussions
will
either
go
off-‐topic
or
be
led
by
the
loudest
voice
in
the
room,
preventing
shy
people
from
being
heard.
• Give
everyone
individual
and
collaborative
time
to
generate
ideas.
Everyone
t hinks
and
feels
things
in
a
different
way,
and
it’s
important
to
provide
different
types
of
people
with
alternative
methods
that
allow
their
personal
creative
juices
to
flow.
Introverts
typically
need
individual
t imes
o r
discussions
with
a
single
partner
to
come
up
with
ideas,
while
extroverts
need
to
feel
engaged
in
a
group’s
energy
to
contribute
at
their
peak.
• Make
it
mandatory
for
everyone
to
contribute
ideas.
Distributing
the
workload
of
the
discussion
not
only
makes
things
fair
but
forces
shy
individuals
to
share
and
loud
people
to
take
the
time
to
listen.
• Ban
harsh
criticism.
A
brainstorming
session
should
be
a
safe
place
to
share
personal
opinions,
without
fear
of
rejection,
no
matter
how
crazy
an
idea
may
seem.
If
disrespect,
criticism,
or
judgment
becomes
prevalent
amongst
team
m
embers,
friction
can
form
and
members
become
unwilling
to
share
for
fear
of
being
shot
down.
4.
Steps
Of
Brainstorming
The
following
steps
are
a
guideline
to
help
you
get
started
with
your
own
brainstorming
session.
Although
there
are
certain
rules
every
brainstorming
session
should
follow,
there
are
many
creative
ways
it
can
be
conducted.
As
long
as
the
rules
already
mentioned
are
incorporated,
there
is
no
‘right’
way
to
run
a
brainstorming
session,
as
long
as
you
are
being
productive
and
effective.
A
general
framework
has
been
provided
below
to
guide
you
through
your
first
brainstorm.
You
can
follow
it
exactly
or
Google
ways
to
spruce
it
up
and
make
it
more
relevant
to
your
team.
• Clearly
define
the
STEP
3
STEP
1
problem
you
want
to
solve
and
any
criteria
• Start
a
group
• Set
up
a
comfortable
the
solution
must
discussion
to
develop
meeting
environment
meet.
other
people's
ideas.
for
the
s
ession
(provide
• Give
people
quiet
• The
group
facilitator
refreshments,
writing
time
at
the
start
of
the
can
share
ideas
but
as
needed).
tools,
etc.
session
to
work
spend
their
time
and
• Have
a
list
of
required
independently
(or
energy
supporting
prep
everyone
must
have
them
buddy
up).
team
members
and
conduct
before
the
• Ask
people
to
share
guiding
the
discussion.
meeting.
their
ideas.
• Stick
to
one
• Appoint
one
person
to
conversation
at
a
time.
record
a
ll
ideas
and
STEP
2
• Don't
follow
one
train
keep
the
discussion
on
of
thought
for
too
long.
task.
• Take
breaks
and
have
fun!
KEEP
IN
MIND...
Being
creative
and
developing
new
ideas
can
be
fun
and
exciting,
but
there
are
times
when
everyone
just
gets
stumped.
Sometimes
we’re
exhausted,
but
other
times
we
are
merely
stuck
in
the
same
line
of
thinking
that’s
been
thoroughly
explored
in
previous
discussions.
In
order
to
break
out
of
that
mindset
and
think
outside
of
the
box,
use
the
SCAMPER
acronym
to
begin
moving
forward
once
more:
Substitute
Can
you
use
a
different
method,
device,
or
material
or
change
the
environment?
Combine
Can
you
combine
ideas
together
to
produce
a
better
idea?
Adapt
What
ideas
are
similar
that
could
be
emulated
or
adapted
to
fit
the
current
need?
Modify
Minify
Can
you
change
the
current
idea,
make
it
smaller
or
larger
in
some
way?
Magnify
Put
to
other
uses
Can
you
use
the
idea
in
a
new
way?
Eliminate
Are
there
any
ideas
that
have
been
shown
to
not
work?
Reverse
Rearrange
Would
an
opposing
idea
give
you
additional
information,
or
can
you
interchange
the
key
elements
of
the
idea
to
form
a
new
one?
Alternative
Brainstorming
Approaches
The
Six
Thinking
Hats:
A
technique
to
look
at
ideas
from
different
perspectives.
The
Stepladder
Technique:
Improves
contribution
of
introverts.
Brainwriting:
Written
approach
to
encourage
all
individuals
to
develop
ideas.
Online
Brainstorming/Brain-‐netting:
Electronic
method
where
ideas
are
stored
on
a
central
server.
Crawford’s
Slip
Writing
Approach:
To
obtain
many
ideas
and
assess
their
popularity.
Starbursting:
Helps
establish
questions
you
need
to
ask
for
developing
proposals.
Charette
Procedure:
Helps
brainstorming
with
large
teams.
Reverse
Brainstorming:
To
evaluate
and
improve
an
in-‐use
product
or
service.
Round-‐Robin
Brainstorming:
To
get
team
members
to
contribute
ideas
without
people
influencing
them.
Rolestorming:
Members
take
on
other
people’s
identities
to
increase
fun
and
creativity,
while
learning
alternative
perspectives.
5.
Prior
Artifacts
Research
Another
way
to
generate
possible
solutions
is
to
look
at
what
others
have
already
done.
This
can
be
tricky,
since
you
cannot
copy
another
product
or
service,
especially
if
it
has
been
patented.
Instead
of
trying
to
use
what’s
on
the
market
as
a
model
for
your
solution,
doing
prior
artifacts
research
allows
you
to
see
how
other
people
have
tried
to
address
the
same
problem.
It’s
easy
for
us
to
become
stuck
on
one
way
of
doing
things
or
falling
in
love
with
one
idea
we’ve
generated.
But
try
not
to.
Becoming
emotionally
attached
and
biased
to
certain
methods
limits
your
ability
to
see
the
bigger
picture
and
generate
ideas
that
are
outside
the
current
realm
of
solutions.
Even
if
your
idea
is
entirely
unsuited
to
the
problem,
you
may
ignore
all
signs
of
that
and
charge
ahead,
resulting
in
wasted
effort,
money,
and
time.
Common
ways
to
research
prior
artifacts
are
to
do
web
searches,
look
at
patents,
discuss
with
the
clients
what
they’ve
been
using
so
far,
or
talk
to
experts
associated
with
the
problem
(For
example,
if
you’re
tackling
STEM
education,
go
t
o
the
science
museum
or
a
school
and
see
what
they
do).
While
this
is
a
good
method
to
spark
more
creativity,
it
is
also
extremely
useful
for
measuring
what’s
on
the
market
against
the
specifications
you’ve
defined.
Doing
this
will
allow
you
to
see
what’s
done
well
and
what
gaps
market
that
can
set
you
apart.
there
are
in
the
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KEEP
IN
MIND...
You
are
nearing
the
end
of
brainstorming
and
will
begin
transitioning
into
choosing
the
best
solution.
It
is
important
that
you
have
several
potential
ideas,
instead
of
just
one.
In
order
to
move
forward,
you
will
need
to
obtain
customer
feedback
to
ensure
you’re
on
the
right
track
and
refine
the
solution.
Having
only
one
idea
limits
feedback
and
confines
the
customer
into
the
one
line
of
thinking
that
you
may
be
stuck
in.
If
you’re
stuck
on
one
idea,
go
back
and
repeat
some
steps
of
brainstorming.
Test
yourselves
to
generate
ideas
outside
of
your
current
approach
and
return
here
only
when
you’ve
stretch
your
imagination
to
its
capacity.
6.
Evaluate
Feasibility
of
Potential
Solutions
In
this
phase,
you
are
on
a
clock.
Your
tasks
will
be
to
create
rough
prototypes/drawings,
develop
a
proof-‐of-‐concept
test,
and
communicate
these
things
to
your
community
partner.
While
the
workload
is
intimidating,
this
is
not
a
step
you
should
be
taking
weeks
to
complete.
Although
working
prototypes
aren’t
feasible
for
every
project,
do
the
next
best
thing.
You
may
be
able
to
visualize
what
your
potential
solutions
look
like
but
your
customer
may
not;
which
is
why
prototypes
are
critical
to
communicating
to
your
client
what
your
current
solutions
are.
You
may
also
use
multiple
prototypes
to
demonstrate
different
aspects
of
the
same
project.
Ultimately,
the
key
is
to
get
stakeholder
feedback
on
these
prototypes,
which
can
be
used
to
develop
and
refine
the
current
direction.
To
prototype
quickly:
1. Keep
it
simple.
Have
a
coherent
idea
with
minimum
components.
It
can
be
tempting
to
pile
on
more
features
to
the
design
but
stick
to
what
you
know
and
only
what
you
need.
2. Don’t
strive
for
perfection.
Most
people
get
stuck
trying
to
perfect
their
first
iteration.
But
just
do
it.
There
is
no
right
time
to
execute
ideas.
You
will
always
lack
confidence,
money,
and
skills
but
you
might
as
well
use
the
passing
time
to
fail
fast
and
learn
even
faster.
3. Know
your
options.
Software
and
3-‐D
printers
are
essential
to
rapidly
creating
a
physical
model
of
your
product.
But
don’t
assume
that
a
CAD
drawing
is
the
only
relevant
method
to
visualize
your
idea.
Explore
what’s
out
there
and
this
can
end
up
saving
you
a
significant
amount
of
time.
4. It’s
okay
to
take
shortcuts.
There
is
no
reason
whatsoever
to
redesign
the
wheel.
Use
libraries,
defaults
in
software,
and
ignore
designing
how
it
looks.
No
one
cares
if
the
first
prototype
is
ugly
and
it’s
okay
if
it
has
issues.
You
are
merely
validating
the
idea.
5. Treat
it
as
glorified
arts
and
crafts.
If
you
don’t
have
access
to
expensive
software
and
materials,
use
cardboard
and
tape.
Set
aside
a
specific
time
period
to
get
as
much
of
your
prototype
done
as
you
can.
People
have
prototyped
full
products
in
as
little
as
24
hours
after
the
idea’s
conception.
Do
your
best
to
strive
to
that.
If
relevant
or
possible,
prepare
and
conduct
a
proof
of
concept
test
to
demonstrate
how
the
final
product
will
work.
Doing
this
may
or
may
not
be
applicable
to
your
project.
Use
your
best
judgment
and
refer
to
your
mentors
for
input.
Once
you’re
done,
get
as
much
feedback
from
your
community
partner
as
possible.
Let
them
play
with
your
models
and
show
you
changes
they’d
like
to
see.
As
the
users
of
the
final
product,
it
is
essential
that
you
take
sufficient
time
showing
them
your
solutions.
If
you’re
in
and
out
within
fifteen
minutes,
you’ve
done
something
wrong.
7.
Choose
the
Best
Solution
Now
that
you
have
a
number
of
possible
solutions,
and
input
from
your
stakeholders,
you
will
need
to
create
a
decisions
matrix
to
help
choose
between
the
different
options
available.
A
decision
matrix
is
a
systematic
way
to
evaluate
the
possible
alternatives
in
your
design.
It
consists
of
a
set
of
comparison
criteria,
which
are
most
often
your
specifications,
a
column
ranking
their
importance,
and
columns
proposals.
for
each
of
your
An
example
has
been
provided
below.
Weights
Potential
Solutions
Criteria
for
1
=
low,
5
=
high
Option
A
Option
B
Option
C
Comparison
Criteria
1
2
Criteria
2
1
Criteria
3
5
is
set
up,
go
through
and
evaluate
each
of
the
potential
solutions
against
the
criteria.
Note
that
Once
your
matrix
meets
the
majority
of
specifications,
it
may
not
be
the
best
option.
You
must
also
look
at
how
even
if
a
solution
you’ve
ranked
each
specification,
as
not
all
criteria
are
of
equal
importance
to
your
stakeholders.
The
difficulty
l
ies
in
deciding
how
to
weigh
each
of
the
criteria
selected,
as
many
can
be
interrelated.
You
will
need
to
sort
through
how
each
of
the
criteria
you’ve
developed
affect
other
criteria,
in
order
to
determine
the
significance
of
each
one.
At
this
point,
y
ou
may
want
to
meet
with
your
community
partner
to
obtain
their
input
on
how
to
weight
the
specifications.
While
you
may
feel
that
cost
is
more
important,
your
community
partner
may
feel
that
safety
should
be
the
p
rimary
focus
and
are
willing
to
pay
more
to
obtain
it.
Developing
Criteria
Category
Example
Criteria
Will
the
design
do
what
I
need
it
to?
- Processing
speed
Functional
Performance
- Storage
capacity
- Measurement
accuracy
- Structural
integrity
Does
the
design
fit
the
physical
constraints?
Form
(physical
aspects)
- Size
- Weight
Are
there
any
aesthetic
constraints?
- Décor
of
the
deployment
location
Aesthetics
- Promotion
of
use
- Appearance
of
internal
or
external
design
Are
there
any
economic
constraints?
- Cost
of
development
Economic
- Cost
of
construction
- Cost
of
maintenance
Are
there
any
environmental
constraints?
Environmental
- EPA
requirements
- Disposal
issues
Are
there
any
ethical
issues
involved
with
the
design?
- Intellectual
property
Ethical
- Codes
or
Standards
- Professional
conduct
Are
there
any
health
or
safety
issues?
- Risk
of
physical
injury
Health
and
Safety
- Risk
of
emotional
or
mental
harm
- Can
be
used
for
unintended
uses
Does
your
design
unnecessarily
exclude
certain
users?
- Dexterity
requirements
Inclusiveness
- Cognitive
requirements
- Non-‐adaptability
Are
there
any
manufacturability
constraints?
Manufacturability
- Ease
of
production
- Accessibility
of
materials
Are
there
any
political
issues?
Political
- Local,
state,
or
federal
codes,
policies,
and
standards
- Relationships
of
power
between
or
within
organizations
Are
there
any
social
issues?
- Discrimination
based
on
gender,
age,
race/ethnicity,
Social
culture,
socio-‐economic
status
- Impact
on
community’s
way
of
life
Are
there
any
sustainability
issues?
- Maintenance
requirements
Sustainability
- Ease
of
maintenance
- Availability
of
materials
needed
for
repairs
Are
there
any
usability
issues?
- Clarity
of
user
interface
Usability
- Clarity
of
instructions
- Training
requirements
KEEP
IN
MIND...
Once
you
have
analyzed
all
of
the
potential
solutions,
you
must
decide
on
one
to
pursue.
However,
just
b
ecause
you
have
chosen
one
option
does
not
mean
that
it
will
lead
to
a
completed
project.
You
may
get
partway
into
your
design
and
realize
that
it
just
won’t
work.
Don’t
limit
yourself
to
this
solution
and
don’t
force
an
o
utcome.
It
isn’t
worth
the
time
you
will
waste.
Instead,
return
to
this
phase
and
reanalyze
all
of
the
potential
solutions,
with
the
new
information
you
gleaned
from
your
first
attempt.
Redo
your
analysis
to
incorporate
more
ideas
you
may
have
come
across
and
move
forward
with
o
ne
that
best
fits
the
new
information
you
have.
Remember
that
it’s
okay
to
not
get
things
right
the
first
time.
In
the
design
process,
failure
is
inevitable
at
some
stage.
What
matters
is
your
ability
to
focus
on
what
can
be
learned
and
how
it
will
affect
the
project
moving
forward.
8.
Choose
the
Best
Solution
As
mentioned
previously,
documentation
is
extremely
important.
You
have
now
chosen
one
idea
to
pursue
based
off
of
a
Design
Matrix,
but
this
realistically
tells
us
very
little.
How
did
you
decide
to
weight
the
criteria?
Why
will
each
function
fulfill
each
specification?
In
detail,
what
components
make
up
your
solution?
Essentially,
what
are
the
justifications
for
choosing
this
solution?
To
complete
this
stage,
you
must
complete
a
design
decision
table
to
consolidate
all
of
the
decisions
you
made
about
your
project’s
design.
While
this
may
seem
tedious
and
repetitive,
and
you’re
just
itching
to
move
forward,
do
this
one
last
thing
first.
In
every
design
process,
you
will
need
to
go
back
and
justify
why
you
made
the
decisions
that
you
did.
Whether
it’s
your
community
partner,
client,
boss,
or
investor
who’s
interested,
informing
them
that
‘it
seemed
like
a
good
idea
at
the
time’
is
unacceptable.
Not
only
will
this
clarify
that
you’re
choosing
this
option
for
the
right
reasons,
it
makes
it
far
easier
to
go
back
and
make
modifications
if
something
doesn’t
work.
As
a
design
decisions
table
is
merely
a
short
report,
you
should
have
alternative
records
outlining
each
solution
chosen
and
discussions
in
greater
depth
the
reasons
for
choosing
it.
Should
you
ever
need
to
return
to
this
phase,
you
will
thank
your
past
selves
for
providing
justification
and
clarity
to
your
past
actions.
It
may
feel
like
you
could
list
your
reasons
for
each
decision
easily
and,
while
that
may
be
true,
it
is
only
true
now.
Discussions
and
information
are
fresh
in
your
mind;
of
course
you
will
be
able
to
recite
them.
However,
weeks
from
now,
thoughts
become
fuzzy
and
things
aren’t
as
clear
as
they
used
to
be.
Never
assume
that
you’ll
remember
something
in
the
future.
Save
yourself
the
embarrassment
of
possibly
forgetting
and
just
write
it
down.
Developing
Criteria
Function
Solution
Justifications
LED/Photosensor
for
- LED/Photosensors
and
microswitches
are
cheap
detection
of
card
with
and
easy
to
use
Card
Identification
microswitches
for
-
All
easily
interface
with
digital
logic
and
placement
microcontrollers
Use
of
toggle
switches
- Switches
and
buttons
are
cheap
and
easy
to
use
for
mode
selection
and
Mode
S
election
- All
easily
interface
with
digital
logic
and
locking
pushbutton
for
microcontrollers
power
- Enough
storage
capacity
for
required
number
of
sounds
Record
Play
and
- Easy
access
to
stored
sound
clips
ISD25120
Sound
Chip
Sounds
- Built
in
play
and
record
ability
- Easily
interfaced
with
digital
logic
and
microcontrollers
Slotted
tray
for
holding
- Easy
to
place
and
remove
cards
User
Interface
cards
- Easy
to
view
cards
when
placed
at
a
45o
angle
CHECKLIST
Must be completed before moving on to the next phase
Functional Decomposition
Completed TASKS: Can Be Found:
Brainstorming
Completed TASKS: Can Be Found:
Prior Artifacts Research
Completed TASKS: Can Be Found:
Prototyping
Completed
TASKS: Can Be Found:
Design Matrix
Completed TASKS: Can Be Found: