PART 1 - Engineering Design An Introduction (2024-1)
PART 1 - Engineering Design An Introduction (2024-1)
Engineering Design
An Introduction
Contents
Technology:
The Human-Designed World
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1. INTRODUCTION
Our natural world is filled with human designed objects. We study about the
natural world in science but it is equally important that our human-designed world
technology
The term technology:
► The process of design, that is, solving problems with criteria and constraints
► The product, system, or environment that results from the design
► The new understanding or knowledge gained through the design and
production of product
☞ Everything man-made, including tangible and intangible
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Technology in Our Everyday World
Items that exist in our “designed world”:
Home
Personal Use
Play
Entertainment
Exercise
Transportation
Courtesy of KitchenAid
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2. DESIGN PROFESSIONALS
Design professionals may work individually or as part of a design team, but always
design under constraint. This means that they have limits on the time and money
allowed to do their work. They usually are employed by a company that provides
the resources and organization needed to produce their successful design.
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공학설계
Applying
Design Continuum Applying
Mathematical
Aesthetic
And Scientific
Principles
Principles
Engineering
Graphic/ Designers
Industrial Architectural
Fashion/ (Electrical, Mechanical, Civil,
Designers Designers
Stage Chemical, Computer,
Industrial, etc.)
*aesthetics: Having to do with appearance; a branch of philosophy that deals with human response to
visual stimuli leading to judgements about the things we see. These judgements usually result in
expressions of like or dislike and are related to cultural, economic, political, and moral values.
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공학설계 2대 요소
기능성
공학설계
2대 요소
심미성
(+윤리성)
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3. DESIGN AND THE INDUSTRIAL REVOLUTION
Most early human design was done by people using craft techniques to make
goods for themselves or their families. Each crafter designed and made each
product. Products made in a craft system take longer to produce and are
expensive to sell. ln a craft-based society, only a small number of people could
afford high-quality products. Before the twentieth century, technology was used
mostly to provide food, shelter, clothing, and other basic needs. Because more
than 50 percent of the population worked on farms, historians call this period the
Agricultural Age. More people began to move to cities and work in industries that
produced nonagricultural products. For the first time in the United States, more
people were involved in producing goods than in producing food. This period is
known as the Industrial Age (1907-1957), and it was a significant change from
previous human history. By the mid-twentieth century, another big change had
occurred. In the United States and in other developed countries, the number of
white-collar professional jobs outnumbered the blue-collar industrial jobs. This
meant that companies employed more workers to manage information about their
products than they employed to produce the products. The United States has been
in the lnformation Age or Technological Age since 1957.
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The Agricultural, Industrial, and Information Ages have different qualities.
For example, power in the Agricultural Age came from owning land, power
in the Industrial Age came from having capital, and power in our
Information Age comes from having knowledge. Some people think we
are now entering a new age, in which power will come from taking an
international view of business and industry.
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4. STANDARDIZATION
What do you do if a bolt is lost or broken on your bicycle derailleur or snowboard
binding? Make yourself a new one? Go to a machinist to have a new part custom
made? No-you go to the hardware store or ski shop to get a standard
replacement. Without standardization, you could not do this.
Standards affect every aspect of our lives. Without standards, you could not buy a
telephone and know that it would work both at home and your office. Even time
zones are an example of standards. Time zones were originally created by the
railroads in the late 1800s to synchronize the scheduling of trains. They are still
essential today for modern telecommunications and worldwide business and
finance. Standards lower costs to manufacturers and consumers, improve product
quality and safety, and help protect the environment.
Standardization:
A process of establishing a technical
consensus agreement that provides a
common set of expectations for quality or
compatibility of a material or product without
creating an unfair competitive advantage in
the marketplace.
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5. GREATEST ENGINEERING ACHIEVEMENTS OF
THE TWENTIETH CENTURY
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6. SCIENCE AND TECHNOLOGY
Science and technology are terms that are often used together in the same
sentence but are not the same thing. Scientists certainly use technology and
technologists certainly use science, but there is a big difference between the
two. Science seeks answers to questions about the natural universe.
Science describes the natural world by asking why? Why do things in nature
happen the way they do?
For example, Sir Isaac Newton asked why planets move the way they do, and
why objects and projectiles fall to the ground. His answers described the
operating principles of gravity. More recently biologists have successfully
described the specific processes involved in cellular reproduction, which led to
the ability to clone mammals. Science is very important for understanding the
natural world.
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Technology(Engineering), on the other hand, asks how? Technologists are
less concerned with understanding why things happen in our world than with
how to solve problems. Some technologists have broader goals. They strive
to improve a technology that can be used in many ways. For example,
electrical engineers are always trying to reduce the amount of power their
circuits consume. Such improvements would make a significant difference in
many products. Certainly, engineers working on a rugged computer would
benefit from circuits that use less power. Sometimes, the application of a
scientific principle comes before the understanding of the principle. The
telescope was invented 60 years before Newton began studying the physics
of optical devices. Designers sometimes find solutions before they
understand completely why those solutions work.
Science:
the study of what already exists
Technology (Engineering):
the study that creates something that does
not exist in the world
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과학과 공학에 대해서
공학의 의의 : 부가가치 창출
과학·기술이 인류에게 주는 혜택의 확산
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기술이란 무엇인가?
과학science
이미 존재하고 있는 세상의 원리를 탐구하는 학문
공학engineering
과학적 성과를 활용하여 존재하지 새로운 것을 창출하는 학문
기술
technology
과학과 공학을 바탕으로 새롭게 창출된 유형·무형의 성과물
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7. IMPACTS OF TECHNOLOGY
We have already mentioned that every product has an environmental and
social impact that designers must consider. There is no such thing as a
technology without a consequence. Sometimes, these consequences are
predictable; sometimes, they are a complete surprise. But first, let's talk about
the four components of a basic technological system:
1. Inputs
2. Processes
3. Outputs
4. Feedback
If we want to heat a room in our home, we might light a fire in the fireplace.
This is an example of an open-loop system. As the fire burns, the room gets
hotter and there are few ways to control the temperature of the room. In
contrast to the fireplace, a home heating system utilizes a closed-loop system
heating all rooms in the house and controlling the temperature by using a
thermostat
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Inputs
In a technological system, inputs help drive the system. Inputs might include
resources such as materials, energy, information, people, tools and machines,
and capital.
Processes
A system processes material, energy, or information. In many systems, at least
two of these are processed, one of which is energy. For instance, leather,
rubber, thread, and electricity are processed to create shoes. Can you think of
a technological system in which energy is not processed? In fact, every
process requires energy, even if it is the energy of human muscle.
Outputs
The results of the processes are called outputs. The output of a home heating
system is a warm house and a comfortable family. But are there other outputs
that impact the individual or environment? Just outside the home there is
smoke escaping from the chimney vent, and somewhere not too far away,
there are clouds of emissions from a power plant's smokestack. There are four
types of outputs from all technological systems
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Type I Outputs are both expected and desired. These are the outputs the system was
designed to produce. For example, warm air is the expected and desired output of a
home central heating system.
Type II Outputs are expected but undesired. Some outputs of technological systems are
not so obvious. Although the home central heating system provides heat, it can also
produce smoke and soot, carbon dioxide, and other unwanted by-products. These
.outputs are expected but not desired. A chimney is added to the home heating system
design to carry the smoke away from the people living in the house.
Type III Outputs are unexpected but desired. These are advantages resulting from the
use of certain processes .or resources unique to that system. A Type 3 Output is not
harmful, but rather a pleasant surprise. For example, the waste heat that is produced by
electricity-generation plants was considered a problem until someone came up with the
idea of selling it to local businesses, such as greenhouse nurseries, for winter heat.
Type IV Outputs give us greatest concern because they are undesired and unexpected.
Engineering or design failures usually fall into this category. Who would have imagined
that children could be physically hurt by using a computer? In fact, research is now
showing that children are developing musculoskeletal injuries by using an adult-sized
keyboard and workstation. Children are reporting discomfort in their wrists, neck, and
hand. In this case, the Type 4 Output was the failure to predict that children would
someday use computers for play and homework, and to account for the human factors
of children in their design
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9. ETHICS AND DESIGN
The impacts of technology are not
simple and often involve ethical
dilemmas. All design professionals
must act ethically, as their work affects
individuals, society, and the
environment. Sometimes even the best
efforts at design solutions fail. The
space shuttle Challenger disaster is
studied frequently as an example of a
design failure that raises ethical
questions. Most engineering societies
and business organizations have
published codes of ethics. A code of
ethics describes the behavior expected
of the society's members and may
indicate how the behavior is enforced,
or what happens to someone who acts
unethically (see NSPE Code of Ethics
for Engineers).
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8. SUMMARY
We have already mentioned that every product has an environmental and
social impact that designers must consider. There is no such thing as a
technology without a consequence. Sometimes, these consequences are
predictable; sometimes, they are a complete surprise. But first, let's talk about
the four components of a basic technological system:
1. Inputs
2. Processes
3. Outputs
4. Feedback
If we want to heat a room in our home, we might light a fire in the fireplace.
This is an example of an open-loop system. As the fire burns, the room gets
hotter and there are few ways to control the temperature of the room. In
contrast to the fireplace, a home heating system utilizes a closed-loop system
heating all rooms in the house and controlling the temperature by using a
thermostat
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Lecture 2
- 23 -
CONTENTS
1. Introduction
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1. INTRODUCTION
- 25 -
1. INTRODUCTION
- 26 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
1. Resistor
• Resistors act to reduce current flow, and, at the same time, act to
lower voltage levels within circuits.
• Resistors are used to limit current flow, to adjust signal levels, bias
active elements
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3rd band 4th band
Color 1st band 2nd band
(multiplier) (tolerance)
White 9 9 × 109
Gold × 10−1 ± 5% (J)
Silver × 10−2 ± 10% (K)
None ± 20% (M)
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3rd band 4th band
Color 1st band 2nd band
(multiplier) (tolerance)
Black 0 0 × 100
Brown 1 1 × 101 ± 1% (F)
Red 2 2 × 102 ± 2% (G)
Orange 3 3 × 103
Yellow 4 4 × 104
Green 5 5 × 105 ± 0.5% (D)
White 9 9 × 109
Gold × 10−1 ± 5% (J)
Silver × 10−2 ± 10% (K)
None ± 20% (M)
- 29 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
2. Condenser, Capacitor
• A capacitor (condenser) is used to store electronic energy
• Capacitor has two electrical conductors (plates) and a dielectric (i.e. an
insulator that can store energy by becoming polarized) between them.
Q=CV
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
Q=CV
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
- 32 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3. Transistor
• A transistor is a semiconductor device used to amplify and
switch electronic signals and electrical power.
• Switching action
If base voltage rises, current flows from collect to emitter
(switch is on).
• Amplifying action
C: collector
B: base
E: emitter
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
- 34 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
- 35 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
5. Switch
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2. MAJOR ELECTRIC CIRCUIT ELEMENTS
- 38 -
3. CIRCUIT PRACTICE USING TR SWITCH
Light-Emitting Light-Emitting
Diode Diode A
A (LED) (LED) Switch
K K
100 KΩ 100 KΩ
330 Ω 330 Ω
+ - - + +
10 ㎌ DC
10 ㎌
/16V 9V
/16V
C C -
B B
Two lines aren't
connected
E E
CS9013 or CS9013 or
2SD 227 2SD 227
- 39 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 1) Power OFF → TR1, TR2 OFF
• 2) Power On → LED1(A), R2, R3, LED2(A) + Power supply
• TR1(E), TR2(E) – Power supply
• 3) LED Off since TR1,2 OFF
• 4) The current flows to
• the lower resistance(error) Light-Emitter Light-Emitter
10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227
- 40 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 5) In the case of R2<R3, TR2 base(B) + Power supply → TR2 ON
• 6) TR2 E → B → C → R4 (Overcurrent Cutoff) → LED2 ON
• 7) Some of the electrons at TR2 flow E → B → charging C1 condenser
Light-Emitter Light-Emitter
Diode Diode
A (LED) (LED) A Switch
LED 1 LED 2
K K
100 KΩ 100 KΩ
R2 R3
330 Ω 330 Ω
R1 R4
+ - - + +
10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227
- 41 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 8) After completing C1 → Negative potential increases, reverse bias
current flows to TR2 B
• → TR2 OFF → LED2 OFF
• 9) The circuit including R2 is turned off, in the mean time, the circuit
including R3 is operating while C1 is fully discharged.
• 10) L1 and L2 continue to
• operate by turns.
Light-Emitter Light-Emitter
Diode Diode
A (LED) (LED) A Switch
LED 1 LED 2
K K
100 KΩ 100 KΩ
R2 R3
330 Ω 330 Ω
R1 R4
+ - - + +
10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227
- 42 -
4. HOW TO USE MULTI-ELECTRICAL CIRCUIT BOARD
Multi art board is consist of repetitive units including 12 cells in the
blue box.
Using the feature that current can flow within 3 connected cells in
red boxes, we can organized a electrical circuit.
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4. HOW TO USE MULTI-ELECTRICAL CIRCUIT BOARD
- 44 -
5. HOW TO SOLDER ON BREADBOARD
1. What is soldering
- 45 -
5. HOW TO SOLDER ON BREADBOARD
2. Soldering steps
- 47 -
Before You Begin
Think about these questions as you study the concepts in this chapter:
1. How are design processes similar for the various designer occupations
across the design continuum? How are they different?
2. What is a good example of the problem-solving process?
3. What is a good definition of a design process?
4. What are the three major components of a design process?
5. Why is the order of the design steps, or iteration of the design steps,
beneficial?
6. What are the major steps, or phases, of a design process?
7. How are creativity and innovation parts of a design process?
8. What types of constraints are common to most design projects?
design:
An iterative or repeating
decision-making process
that results in a plan to
produce a new product.
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1. INTRODUCTION
Design process is the process of planned change. Instead of something changing
by accident, design demands that we plan change so that we end up with the
results we want. In a design process the goal is to minimize undesired effects and
control risk. Design also refers to the process used to create something new – to
solve a problem.
Design processes are used across the design continuum. Engineers at one end of
the continuum use more math and science tools in their design process. Engineers
design a variety of everyday products, from computer games to advanced medical
devices.
At the artistic end of the spectrum, graphic designers use design processes to
make decisions about color, contrast, sizing , shape, alignment, and perspective.
Graphic designers use design processes to achieve a certain visual appeal , and
their designs can include website, billboards, product packing, and TV
commercials.
The design process can be complicated. It is very important to remember, though,
that a design process is nothing more than a logical problem-solving technique. It
is a technique that has proven to be very effective and powerful. A good
understanding of problem-solving techniques is useful in all aspects of life, not just
designing products.
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Design:
The process of planned change. Instead of unplanned changing by accident.
The goal of design process is to minimize undesired effects and control risk.
system, or environment that results from the design
Design process:
A systematic problem-solving strategy, with criteria and constraints, used to
develop many possible solutions to solve a problem or satisfy human needs
and wants and to narrow down the possible solutions.
Problem solving:
The process of understanding a problem, devising a plan, carrying out the
plan, and evaluating the effectiveness of the plan in order to solve a problem,
or meet a need or want.
- 50 -
공학설계
과학·기술에 기반한 통합적이고 반복적인 의사결정(decision-making)을 통해
새로운 성과물을 창출하기 위해 수립하는 계획.
의사결정은 설계자에게 주어진 요건을 충족시키고, 제약점을 극복하는 방향으로
수행되는 문제해결 과정임.
요건 제약점
공학설계
의사결정을 통한 문제해결
유형 무형의 기술 도출
- 51 -
2. FOUR-STEP SOLVING
One of the most famous writers on problem solving was George Polya, a
mathematician dedicated to improving mathematics education. In 1945, he wrote
the book How to Solve It to summarize his work on problem solving. Polya’s four
steps to problem solving are:
(Polya’s Four Steps to Effective Problem Solving)
Problem solving:
The process of understanding a problem, devising a plan, carrying out the
plan, and evaluating the effectiveness of the plan in order to solve a problem,
or meet a need or want.
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3. FIVE-STEP DESIGN PROCESS
A design process is a more detailed version of a problem-solving method.
The Museum of Science in Boston has developed a five-step process.
This five-step design process includes the following steps:
1. Ask
2. Imagine
3. Plan
4. Create
5. Improve
Five-step design process can be seen as an extended method of Four-step
problem solving . This method can be introduced for effective design.
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5-Step Design Process
START What is the problem? (1. 요건)
What are the constraints? (2. 제약점)
ASK What have others done?
(3. 기술현황 조사 분석)
- 브레밍스토밍 유의사항 5 -
브레인스토밍을 통해서
- 더욱 더 많은 아이디어가 제시되어야 함
- 아이디어 제시 과정에 다른 토론자는 제시된 의견에 대한 비판이나 비난을 하지
않아야 함.
- 토론 주제에 따라 적당한 시간을 정해두고 실시함.
- 토론 과정에 제시된 의견은 반드시 정리해서 기록함.
- 55 -
BRAIN-STORMING
- Decision matrix –
평가기준
#1
#2
#3
… …
과제 : 효율적인 에너지 공급 방법
1. 브레인스토밍 주제에 대한 정의
2. 의견제시
3.의견분석
4. 해법제시
- 56 -
Design Process
The 12-Step Design Process is:
1. Define the Problem
2. Brainstorming
3. Researching and Generating Ideas
4. Identifying Criteria and Specifying Constraints
5. Exploring Possibilities
6. Selecting an Approach
7. Developing a Design Proposal
8. Making a Model or Prototype
9. Testing and Evaluating
10. Refining
11. Creating or Making
12. Communicating Process and Results
- 57 -
Define the Problem
At this phase of the project, the problem is identified and defined.
Discussion of problem:
http://www.nasa.gov/mission_pages/hubble/
servicing/series/battery_story.html
• Disposal and rechargeable batteries have been used to power everything from
cellular phones to computers. The Hubble space telescope depends on
batteries to power its electronics during night orbits.
• Because the space craft has been in service for 18 years, the batteries have
come to the end of their service life.
• Example of solution: A new battery design that will replace existing batteries and
thus extend the life of the spacecraft as well as provide more power for future
instrument packages.
- 58 -
Brainstorming
Each team member contributes his or her unique ideas in order to
generate solutions to the problem.
- 59 -
Researching and Generating Ideas
Used to discover prior implemented solutions to particular design problems.
Courtesy of JupiterImages/Plainpicture
- 60 -
Identifying Criteria and Specifying
Constraints
Detail what you intend to do and the imposed limitations.
Courtesy of JupiterImages/Liquidlibrary.
- 61 -
Exploring Possibilities
Exploring all possible solutions. (This phase requires attention to detail.)
- 62 -
Selecting an Approach
- 63 -
Developing a Design Proposal
http://www.nasa.gov/mission_pages/hubble/servicing/SM4/main/index.html
- 64 -
Making a Model or Prototype
http://www.nasa.gov/mission_pages/hubble/servicing/series/
battery_story.html
- 65 -
Testing and Evaluating
The model or prototype is tested to determine how well the design meets the
criteria set earlier in the project.
- 66 -
Refining
Any problems and/or concerns indicated in the
testing phase are addressed in the refining phase.
- 67 -
Creating or Making
At this point in the process, the design is sent to
production.
Courtesy of Z Corporation
- 68 -
Communicating Process and Results
At this point in the process, the final documentation is
prepared.
- 69 -
Lecture 4
- 70 -
Contents
SOLDERING
- 71 -
SOLDERING
IronⅠ인두기
Temperature Calibration
Iron tip
IronⅠ인두기
Cleaning sponge
Iron holder
Controller
On/off switch
- 72 -
SOLDERING
SolderⅠ땜납
유연납 : 납(Pb) – 주석(Sn) 합금이 사용됨
- 녹는점을 낮춤 Composition (wt% Pb)
- 기계적 강도 향상
- 비용절감
Temperature (℃)
183℃
18.3 61.9 97.8
무연납 : 납의 독성/환경문제로 무연 솔더 개발
Sn-Ag-Bi, An-Ag-Bi-In, Sn-Zn, Sn-Ag-Cu, Sn-Ag-Cu-Bi, Sn-Cu, Sn-Sb 등
- 73 -
SOLDERING
Soldering clampⅠ납땜 클램프
Magnifying lens
Clamp
- 74 -
SOLDERING
Solder suckerⅠ납 흡입기
- 75 -
SOLDERING
NipperⅠ니퍼
- 76 -
SOLDERING
Universal circuit boardⅠ만능기판
(앞) (뒤)
- 77 -
CIRCUIT PRACTICE USING TR SWITCH
Light-Emitting Light-Emitting
Diode Diode A
A (LED) (LED) Switch
K K
100 KΩ 100 KΩ
330 Ω 330 Ω
+ - - + +
10 ㎌ DC
10 ㎌
/16V 9V
/16V
C C -
B B
Two lines aren't
connected
E E
CS9013 or CS9013 or
2SD 227 2SD 227
- 78 -
Lecture 5
- 79 -
Before You Begin
Think about these questions as you study the concepts in this chapter:
- 80 -
INTRODUCTION
The engineering design process captures the spirit, intelligence, and vision of the
human being.
When people work together toward a problem-solving goal, they can create
innovate solutions.
A special energy called synergy emerges when people communicate and listen to
each other to explore different ways to achieve the goal together.
Good teamwork and communication skills create synergy, and synergy improves
creativity. All of these qualities – teamwork, communication, synergy, and creativity
– are needed to create and produce any new design.
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UTILIZATION OF TEAMS IN INDUSTRY TODAY
Modern industry favors the use of teams in almost every aspect of design and
production. This is in stark contrast to how industry was organized in prior
centuries. During the early Industrial Revolution, Adam Smith (18th-century
economics pioneer) was doing research on ways to improve production efficiency.
Smith observed that a group of specialized workers, each trained to perform only a
single task in the manufacturing process, could substantially increase the level of
productivity than when each individual performed all the tasks needed to complete
a single unit such as in craft production. This way of dividing a job into a well-
defined set of separate tasks has been a model for production and engineering for
decades. It is called division of labor : 분업 and it still seems to make sense, at least
on paper.
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- 85 -
However, the shift in engineering is to have everyone on the design team have a
much broader role. Today, new products are most often produced by
multidisciplinary design teams, that contain people with different areas of
engineering expertise as well as expertise in business, finance, marketing, and
production. For example, a design team for a new smart phone would very likely
contain experts in mechanical or physical design, electrical design, computer
systems design, optical design (displays and optical interconnects), human factors
design, industrial manufacturing systems design as well as product engineering,
customer service, and business representation.
team:
A group with a common purpose
that achieves a specific goal using
each individual’s skills and mutual
cooperation to produce the end
product.
- 83 -
- 86 -
Why Work in a Group
• The diversity of different life and professional experiences
• Team members lead to a larger group of ideas and a variety of
approaches to solving problems.
• Team discussions can generate ideas, expand options, and
improve the final product. Even questions from naysayers are
helpful—both in clarifying ideas and identifying fatal flaws.
• A team is based on professional relationships that require you
to respect and value the skill sets other members bring to the
project.
• Colleagues work together to complete an assigned task.
- 84 -
Involving Everyone in the Design Process
Working as a design team member creates a workplace that values and gives
recognition to every person involved with a design. A design becomes a final
product only after input from all design team members, as well as individuals
involved in production and sales/distribution. The competitive demands on a
company in today's market economy require maximum productivity from each
person. With the team format, each person has the opportunity to contribute to the
success of the project, and to gain personal satisfaction in a job well done. Input in
the decision-making process and in providing solutions to problems results in more
personal responsibility and greater satisfaction. A design project may involve
multiple teams, so the task of each team member needs to be determined early in
the project. Each team on a design project may have a different job to do but all
members will share the same need for information. This is a must for collaboration
with each other.
collaboration
The process of people working together
to achieve a common goal
- 87 -
What Does It Mean to Be a Team Player?
• Requires a different approach than working alone.
• Not being in charge of everything.
• Sometimes being the supervisor; Sometimes being supervised.
• Being flexible and understanding that a team of only leaders
(followers) won't perform well.
• Exchanging points of view and learning from others.
• Knowing everyone on the team is responsible and accountable.
- 88 -
Team Roles
• The team leader does just that—leads.
• The timekeeper ensures that team meetings, project
schedules, and the like do not exceed their allotted time.
• The devil’s advocate challenges ideas without being
overbearing or unpleasant.
Courtesy of JupiterImages/Liquidlibrary
- 89 -
Virtual Teams and their Place in Engineering Design
- 90 -
Because of this approach, companies can more easily form joint ventures, develop
alliances, and integrate more seamlessly with suppliers and vendors. Virtual
teaming enables organizations to join unique skills and resources from anywhere
on the globe to optimize strategies and development for more efficiently
responding to complex and competitive business requirements.
It is important to realize that, even with the obvious differences, virtual teams do
share common elements with traditional work teams, such as the need for well-
communicated goals and objectives, strong collaboration, prioritization of work,
and accountability for specific tasks and activities.
- 91 -
Benefits and Challenges of Virtual Teams
As identified, there are significant benefits to the use of virtual teams, but there are
also challenges that must be acknowledged and addressed. The obvious big
problem is that team members on virtual teams cannot easily come together in
person, which is the preferable method to meet. The challenge with virtual teams
is to use communications techniques and technologies to overcome this issue.
Note that with any virtual team, trust, project vision, and communication are also
critical elements to building highly successful projects. With that understanding,
the following are some of the major benefits and challenges that exist when
working as part of a virtual team
Challenges. Key challenges almost all virtual teams today face include:
► Cultural differences. Teams require an added emphasis on respecting differences and
sensitivities to cultural nuances. Politics and cultural work styles may need to be addressed.
► Team integration and socialization. The specific experience and abilities of team members
are not always known by others; personal conflicts may be difficult to observe remotely.
► Nonverbal communication. Keep in mind that a large portion of human communication is
nonverbal (facial expressions or other bodily expressions) and that virtual team members
often do not see each other, so virtual teams need to take extra steps to ensure good
communication. When working in virtual environments, you may want to “overcommunicate“
in an effort to make sure all team members are receiving the appropriate information
► Decision making. Team decisions made and communicated are critical to virtual team
success but become more difficult with larger and more diverse teams.
► Accountability.It’s more difficult to hold team members accountable, as it’s much easier
for someone to “drop the ball” virtually than to do so in person.
► Misuse of terminology. This is also very common, and miscommunications are likely, such
as confusion about expectations, accountability for specific tasks, time lines, and so on
- 93 -
Development of the Team
The formation and structure of a team is based on the team goal, how well the
members will work together, and a commitment to a job or product. The team is
composed of people who are experts in their own fields and who are capable of
adjusting to the changing demands and needs of the project. A group of people
becomes a team when those people have a shared vision. A vision is the goal the
team wants to accomplish together. This vision motivates the team to work
together through good and bad times to meet this goal.
To create a team with vision takes hard work, and all team members must accept
the challenge of the vision. The team must have a plan of action to obtain the
vision. Team members will have to ask themselves, “Is my vision for success the
same as the team’s?”
► Synergy is achieved.
► Individual team members achieve self-satisfaction
in knowing their contributions help reach the goal.
► A team with a vision is a highly motivated team.
► A common team vision builds better teamwork.
- 94 -
Team Success
The success of a team depends on synergy. Synergy happens when the team
becomes stronger. The team is then stronger than any one individual on the team.
Each team member must trust the other members and support any of the team
members in time of need. This requires that the team members recognize when
help is needed as well as know when to ask for help.
Team success is also dependent on effective leadership, whether this leadership is
in the form of self-management or as an appointed team leader. Some teams are
led by themselves. This is called a self-directed team. A self-directed team works
on the idea that everyone has an assigned job to do to achieve the team goal. To
achieve the goal, different team members may take the role of leader, depending
on their area of expertise.
Team success occurs when all team members understand the benefits of the team
process. This realization helps individuals to let go of their personal goals and join
the team with ideas that support the team goal.
► Synergy is achieved.
► Individual team members achieve self-satisfaction
in knowing their contributions help reach the goal.
► A team with a vision is a highly motivated team.
► A common team vision builds better teamwork.
- 95 -
Group Norms
Norms are often well known and established behavior. For example, not running in
the school hallway is a well-established norm. A team follows very specific steps to
establish group norms. Norms are very important because they govern the
behavior of each individual and ultimately the group. Often norms are already in
existence in a group without the group realizing it. For example, the most vocal
person may be automatically viewed as the team leader. Sometimes, it becomes
acceptable for one person to show up late to a group meeting because that person
is always late. If these unspoken norms are not acceptable, it is important that
they be discussed or they will likely lessen the effectiveness of team
communication. The team, as a team, must agree to change unacceptable norms.
Norms:
Principles of right action. They are binding
upon the members of a group and serve to
guide, control, or regulate proper and
acceptable behavior.
- 96 -
INFORMATION SHARING AS IT RELATES TO TEAMS
For any group or organization to move forward with an idea or dream for an actual
product, a plan for action must be in place. This strategy includes mutually agreed-
upon goals, standards for performance, and methods and expectations for
communication. Communication, if not planned, can be random and haphazard.
Poor or inadequate communication usually results in a crisis. This type of
communication breeds dissatisfaction, gossip and rumors, and a general
demoralization of the group as a whole. Thus, communication is the tool that
keeps all parts of the design process on track. When the goal or vision is not
shared or evident, communication breaks down and falls apart. Communication
only works when everyone’s ideas are heard and respected.
- 97 -
Making Team Communications Work
The level of effective team communication strongly influences how well the design
process progresses. Team members must communicate with individuals outside
the group as well as with each other. Let us examine the inner dynamics of teams
for effective communications. For teams to communicate effectively, their overall
purpose must be clear. This involves understanding the expectations for the team
and the team ’'s goals. One way to have effective communication is for the team to
have norms that set the standards for team communication. We have already
discussed the development of team norms and their importance. Now we want to
emphasize the norms that encourage open communication among the team
members. Some examples of communication norms are:
1. Each team member shares an opinion whether considered right, wrong, or
indifferent.
2. No question is a dumb question
3. All vital communications will be in writing.
4. Always verify total team understanding.
5. Reach important decisions through consensus
- 98 -
Reaching Consensus
In team communication, you should listen to everyone’'s opinions and allow all
members to have a voice. The expression of opinions allows everyone to have
ownership in the process. Agreement among the entire group is unlikely. The
process recommended for a group to keep moving forward on an issue is called
reaching consensus. A consensus decision is one that the entire team can support
although they personally may not agree with it. This type of decision is based on a
common goal that has already been established and upon which each team
member agreed.
A consensus decision is best for promoting teamwork and team focus. If
consensus absolutely will not work, resort to voting and majority rule.
- 99 -
Decisions Made by Consensus
• Consensus means finding an option that all team
members will support.
• Consensus doesn't mean that all team members
should select an option as their first choice.
- 100 -
You can reach consensus by following these 10 steps:
- 101 -
Team Communications Should Be Organized
Whether your team communication is written or verbal, email or posted, the
following is a good format to follow:
- 102 -
Lecture 6
- 103 -
Before You Begin
Think about these questions as you study the concepts in this chapter:
1. What are some useful strategies to help think creatively about a problem?
2. Ideas need development to make them practical and useful. What can
you do to help refine design ideas and make them workable?
3. Does the appearance of a product have an impact on the success of a
product in the market place?
4. What significance does material choice have on what a product will look
like?
5. What are the design elements and principles used in the aesthetic design
of a product?
6. How do you go about choosing the best design?
- 104 -
INTRODUCTION
Scientist and Nobel laureate Linus Pauling said, "The best way to have a good
idea is to have lots of ideas." Nothing could be truer. With many ideas, you
improve the chances that one of them is a good one. There is little chance that
only one idea is the best idea.
- 105 -
CREATIVE THINKING
Without some training and practice, creative thinking does not come easily to most
people. This is because most of our education experience and decision-making
situations involve convergent or deductive thinking, a type of thinking that involves
a defined logistic order.
We are often taught to look for the “right answers" to our problems, and we are
taught also that “not being right” means failure. In creative thinking, there are no
right or wrong answers-only ideas. Later, when we have a lot of ideas, we may use
logic to sift through them.
Edward de Bono, a recognized expert in the field of thinking and creativity, coined
the terms vertical thinking and lateral thinking to describe these concepts.
- 106 -
In vertical thinking, each idea rests on another idea in logical form, like a house
resting on a foundation. Edward de Bono describes it as high probability thinking,
which means we use this kind of logical thinking to function day to day.
Instead of analyzing each and every action we take, vertical thinking allows us to
make assumptions based on past experience, such as when we see a doorknob,
we reach out and turn it without analysis. Life would be nearly impossible without
vertical thinking.
Lateral thinking, however, is low probability thinking; that is, it follows quite
unconventional paths. Lateral thinking allows new ideas, while vertical thinking
follows previous paths. Learning how to think laterally, or “out of the box:’ is an
important step to creativity and design. As you look at the steps in the design
process, can you tell which steps emphasize logical or vertical thinking, and which
steps emphasize creative or lateral thinking?
- 107 -
GENERATING DESIGN IDEAS
Lateral Thinking
One of the creative thinking techniques involves the identification of the dominant
idea in the situation in which you are attempting to find a creative solution.
Personal desktop computers were historically architected to consist of three major
components: (1) a computer housing (that held the actual microprocessor-based
hardware), (2) a monitor, and (3) keyboard and mouse components.
The “dominant idea” in the marketplace was to keep this type of format, or
architecture, and to provide improvements for newer computers by improving one
or more of these three major components.
However, the computer company Apple Inc., has consistently challenged the
dominant idea of “ separate components" by designing all-in-one computers that
combine the microprocessor-based hardware with the monitor. An all-in-one
format, such as the very successful Apple “iMac”, provides customers a higher
ease of use and a product with less “cable clutter”.
The dominant idea has been compared to a hole dug in the ground. People may
enlarge the hole or they may dig it deeper, but it is easier to stay with that hole
than to begin digging a new hole elsewhere. “Breaking new ground" is a common
phrase that simply means to dig a new hole.
After you recognize the dominant idea, you can find different ways of looking at the
problem. - 108 -
Analogies
An analogy is a similarity between two unlike
things. In problem solving and design work,
analogies can play a helpful role in generating
ideas. It is said that Johannes Gutenberg's
invention of the printing press in 1455 was, in part,
a result of the analogy he saw in the coin punch
and wine press of the day (see Figure). He was
able to visualize a machine that combined the
principles of both devices to print words on paper
using individual letters.
In your design work, can you see similarities to
other problems? Do the solutions to these
problems hold useful ideas for your problem? If
you are working on a problem involving structural
design, can you find analogies in the structure of
plants or the human skeleton, or in other areas that
are totally unrelated to your design problem?
Seeing analogies may provide you with design
possibilities.
- 109 -
Brainstorming
Brainstorming is built on the belief that creative ideas differ from conventional
wisdom. In a brainstorming session, two or more people get together to exchange
ideas and use their ideas to stimulate more ideas. They try to get away from
conventional wisdom by letting their imaginations run wild and by reaching for
outrageous solutions.
This helps break down the logic of convention (vertical thinking) and provides an
atmosphere that encourages creativity. In brainstorming, participants must be
open and adopt a friendly environment in which new ideas will be welcome.
brainstorming:
A group technique for solving
problems, generating ideas, and
stimulating creative thinking by
unrestrained spontaneous
participation in discussion.
- 110 -
Organization of a brainstorming session
Brainstorming can be an effective strategy for generating a lot of ideas for solving
a problem. Here are some important rules for brainstorming.
- 111 -
Mindmapping
This is a method that combines free word association and brainstorming. The idea
is to generate as many ideas with a central theme or topic as possible. Using the
theme or topic as a starting point, begin to write down thoughts that occur to you.
Do this as quickly as possible; do not analyze anything. You will have words/ideas
related to your central theme (main branches) and then words/ideas related to
these branches (see Figure).
- 112 -
DEVELOPMENT WORK
Ideas need development at two important stages.
The first stage is when one has a number of generated ideas, each having some
level of good potential for the project. In this first stage, each of these multiple
ideas will need to be developed to the point of either elimination or inclusion into
your project design.
The second stage is when a final solution path has been selected. More
development at the “final" stage is needed simply because all of the details of the
exact design have to be worked out. The amount of development effort will vary
with the complexity of the solution: Simple ideas may sometimes need little
development, while complex ideas almost always need much development.
The goal of development during early stages of the design process is to get the
idea into a shape that will tell you if it is a workable solution to the problem. Do not
stop when you achieve the first workable solution; develop your other solutions in
a similar manner.
- 113 -
After developing a number of workable ideas, you will choose which one to
implement. At this stage, the idea you have chosen undergoes further
development. The goal at this stage is to make the idea producible. You may need
to make detailed decisions about size, shape, materials, fasteners, finish, or other
considerations.
In the case of a nonmaterial-oriented project, such as one involving programming,
electronics, or media, decisions may involve flowcharting, logical sequencing,
storyboarding, or other considerations.
If your solution involves the construction of a physical product, designers use
technical drawings to enable communication among other professionals and for
the actual making of the product or system.
- 114 -
DRAWING TO DEVELOP DESIGN IDEAS
You were introduced to the design process, the central activity of all
technological and engineering design. Now, we look at some of the
communication techniques designers use, especially at the beginning of the
process, where ideas are just forming in the mind and need much
further development.
Design is derived from the Latin word [designare], "to mark out," which became
the French word, [dessiner], "to draw." Therefore, design is historically
associated with drawing.
Drawing, or making graphic images by some means, is an integral part of
being a professional designer or engineer. Drawing can also be very
useful to "everyday technologists-homeowners, parents, or businesspeople
solving practical problems.
- 115 -
The Many Uses of Drawing
Drawing plays several roles in the design process. These roles fall into three
major categories: exploration, idea development, and documentation. Drawing
includes sketching (rapid, freehand drawings) as well as more exacting
depictions such as those required for technical work, possibly using
instruments like compasses and straightedges. Sketching is shorthand for
artists. It is used to get information down quickly, as in visual brainstorming.
Detail drawing, for example, tends to be more careful and time-consuming.
- 116 -
Portfolio
Inventor’s logs
- 117 -
- 118 -
Whole-Brain Drawing
Nearly everyone has the manual dexterity to draw, but by adolescence, many
people do not “remember" how to see. Drawing requires that we shift from
thinking in a verbal and sequential way to a more intuitive approach. Scientists
believe that verbal thinking happens on the left side of the brain, and visual
thinking happens on the right side. Everyone uses this visual thinking quite
naturally as a young child, but because most of our school experience by
seventh or eighth grade has focused on reading and math, we forget how to
see details and relationships that we need for drawing. Exercises and activities
can help people purposely activate the right side of the brain- the side that
artists use when drawing, painting, and sculpting. One of the main strategies is
to trick the overdeveloped left brain into inaction by challenging it to do things
it's not good at. The ultimate goal is to be able to use your whole brain, with
both halves working together, each doing what it does best.
- 119 -
- 120 -
- 121 -
Lecture 7
- 122 -
목 차
1. 전동 드릴 (motor drill)
2. 톱 (saw)
3. 직소 ( jigsaw)
4. 사포 (sand paper)
5. 줄자 (tape-measure)
- 123 -
1. 전동 드릴 (MOTOR DRILL)
드릴(Drill) 사용법
Nonferrous metal,
3 4 steel, etc.
SUS, etc (Ti coating)
1
Wood Bit: 목재
- 124 -
1. 전동 드릴 (MOTOR DRILL)
- 125 -
1. 전동 드릴 (MOTOR DRILL)
OK! No!
척 회전자에 비트 고정
척에 비트를 끼우고 손으로 돌려 고정 되면
키로 척에난 3곳의 홈을 모두 조여준다.
척키 보관!
- 126 -
2. 톱 (SAW)
1. 칼금 (칼/그무개) 2. 잘릴 부분 표시 3. 톱질
톱날 두께 고려
잘릴 부분: 톱날 바깥쪽
4. 한국 톱: 아래로 내릴 때(당길 때) 잘림
아래로 내릴 때 힘을 준다.
- 127 -
2. 톱 (SAW)
20º 40º
- 128 -
3. 직소 (JIGSAW)
(1) 톱날 장착
톱날 각도 조절 레버
(2) 절단 각도 조절
- 129 -
3. 직소 (JIGSAW)
- 130 -
4. 사포 (SAND PAPER)
사포 규격
• 홀더 • 샌딩드럼
- 131 -
5. 줄자 (TAPE-MEASURE)
줄자 끝의 걸림쇠 약간의 여유 (걸림쇠 두께)
외부: 당겨서, 내부: 눌러서
- 132 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(1) 일정한 간격의 직선
1. 목재 한쪽 끝에 자의 “0”눈금을 맞춘다.
2. 원점을 잡고 정수로 나뉠 수 있는 눈금이 되도록 사선으로 맞춘다.
3. 만약 5등분을 할 경우에는 그림과 같이 표시하여 직선을 긋는다.
- 133 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(2) 사선 그리기 (작도)
2a
- 134 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(3) 곡선그리기 (탄성있는 직각자)
- 135 -
7. 버니어캘리퍼스 (Vernier calipers)
11.55mm 2.47cm
- 136 -
7. 버니어캘리퍼스 (Vernier calipers)
- 137 -
Lecture 8
- 138 -
Contents
DRAWING BASICS
- 139 -
DRAWING BASICS
Elements of design
• Line (outline) – 외곽선
• Shape and form – 모양, 형태
• Value (shading) – 음영
• Color – 색
• Texture – 질감
• Space - 공간
Line(선) – 공간의 영역 정의
수학적으로 정의 된 선에는 방향과 길이 만 있고 너비가 없으나 스케치에서 선의
너비는 실제 일 뿐만 아니라 스케치의 모양을 결정함
line: straight (직선), curved (곡선), sharp (날카로움), fuzzy (흐린), uniformly thick
(불규칙한 두께), or varied.
- 140 -
DRAWING BASICS
- 141 -
DRAWING BASICS
- 142 -
DRAWING BASICS
- 143 -
DRAWING BASICS
- 144 -
DRAWING BASICS
Value(명암)
- 145 -
DRAWING BASICS
Highlights (하이라이트)
빛이 밝거나 빛나는 표면에 부딪쳐 반사 되는 것을 표현함.
좀 더 사실적으로 보이도록 그리기 위해 하이라이트, 반사 등이
과장되게 표현되기도 함.
- 146 -
DRAWING BASICS
Color(색)
간상체는 명암을
추상체는 색을 감지.
색상은 인간에게
정신적·육체적으로 지대한 영향을
미치는 삶의 중요한 부분임.
- 147 -
DRAWING BASICS
- 148 -
DRAWING BASICS *순색 : 원색(마젠타,옐로우,시안)중 2색을 섞어서 만들어지는
색, 2색의 비율에 따라 빨강 주황 연두 녹색 보라 등의 색이
만들어짐. 흰색,회색,검정인 무채색을 조금도 함유하지 않은
색
Chroma : Hue의 선명함 또는 강도
채도가 낮으면 '탁하다', 높으면 '선명하다'라고 표현,채도가 높을수록 색깔은 강하고
채도가 낮을수록 색깔이 없어지고
나중엔 색깔이 전혀 없는 흰색,검정,회색의 무채색이 됨
채도가 가장 높은 색은 순색이며 이것에 무채색을 섞는 비율에 따라 색이
늘어남, 동시에 채도는 낮아짐
- 149 -
DRAWING BASICS
Exercise 1. value scale
- 150 -
DRAWING BASICS
Primary Colors
혼합하여 다른 색을 만들 수 있는 기본색
Color wheel
3 primary colors
3 secondary colors
6 tertiary colors
- 151 -
DRAWING BASICS
RGB / CMYK
RGB : 빛의 3원색, 빛의 색
색 파장의 가장 기본이 되는 Red / Green / Blue
세 가지 색을 혼합하면 하얀색 (밝아짐)
→ 가산혼합
- 152 -
DRAWING BASICS
- 153 -
DRAWING BASICS
Texture : 기능적 / 심미적 측면에서 제품 구성의 중요 요소
기능성
nonslip “grip” on the
handle of a tool
a floor surface, or a
skateboard
심미성
시각적 요소
- 154 -
SKETCHING AND DRAWING TECHNIQUES
3차원 물체를 2차원 공간에 표현하는 방법으로 perspective drawing ┃투시도가 활용될
수 있음.
시점(視點)과 입체(立體)의 각 점을 연결하는 방사선(放射線)에 의하여 그려진 그림.
원근감(遠近感)은 잘 나타나나 실제의 크기는 나타내지 못함.
perspective drawing ┃투시도에서는 vanishing point ┃소실점이 사용됨.
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SKETCHING AND DRAWING TECHNIQUES
Perspective drawing ┃투시도
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SKETCHING AND DRAWING TECHNIQUES
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SKETCHING AND DRAWING TECHNIQUES
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SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective
Step 1.
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SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective
Step 2.
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SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective
Step 3.
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SKETCHING AND DRAWING TECHNIQUES
Interior Views
One-point perspective is also useful for drawing the interior of a room (or an entire
outdoor scene). When depicting a scene from a standing position, the horizon line is
placed just slightly above the center, and the vanishing point is usually centered on
this line (see Figures 5-46 and 5-47).
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SKETCHING AND DRAWING TECHNIQUES
Interior Views
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SKETCHING AND DRAWING TECHNIQUES
Interior Views
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SKETCHING AND DRAWING TECHNIQUES
Interior Views
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SKETCHING AND DRAWING TECHNIQUES
Outdoor Scene
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SKETCHING AND DRAWING TECHNIQUES
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SKETCHING AND DRAWING TECHNIQUES
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SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points
Step 1.
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SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points
Step 2.
Step 3.
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SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points
Step 4.
Draw a light line back to the opposite vanishing point from the back corners of the two visible
sides (see Figure 5-55). This will outline the top of the box. Because you are above the box, you
can see three faces- two sides plus the top.
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SKETCHING AND DRAWING TECHNIQUES
Exterior and interior two-point perspective
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SKETCHING AND DRAWING TECHNIQUES
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SKETCHING AND DRAWING TECHNIQUES
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USING DRAWINGS IN THE DESIGN PROCESS
Preliminary Sketches
Annotated Sketches
Production Drawings
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Lecture 9
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Contents
1. KEY POINTS
2. INTRODUCTION
4. ASKING QUESTINS
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KEY POINTS
조사 분석의 필요성은?
질문을 결정하는 방법
조사 분석 수행 방향
공학설계를 위한 조사 분석 수행 방법
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INTRODUCTION
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CASE STUDY: HISTORY OF KETCHUP
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CASE STUDY: HISTORY OF KETCHUP
Background
1869 1906 1918
Ketchup bottle Heinz Passage of Heinz
Amber glass Ketchup bottle the first Company
Pure Food • support for the
Clear glass new act
Green glass and Drug Act • employ scientific
*최초의 식약법 통과 control and
Consumers can laboratory testing
Food cans and
see the contents to ensure product
bottles were Mile stone for food
inside quality
developed in the processing industry
(the first compony)
early 1800s
Polyethylene plastic replaced glass in the 1980s, making it easier to pour the ketchup and
eliminating the danger of broken glass.
Unfortunately, consumers still complained about the initial “watery” first squirt and pouring
remained difficult as the bottle became empty.
Kids and adults love ketchup. Forty-six percent of all people surveyed said that ketchup was
their favorite condiment. Heinz produces more than one billion ounces of ketchup per year.
With annual sales of over $1 billion, Heinz ketchup sales represent twice the market share
of the nearest competitor.
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CASE STUDY: HISTORY OF KETCHUP
Problem Identification
Bill Johnson, chairman and CEO of H.J. Heinz, explained to the design team that
> the company must always look for ways to innovate their older brands. <
Mr. Justin Lambeth, Heinz brand manager, was told
> to come up with the “next new product for ketchup!” <
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CASE STUDY: HISTORY OF KETCHUP
Testing and Evaluating
Preliminary More
Design Using CAD/CAM
Concept
Stable
Base
A bigger base
would give more
Upside- stability but would Optimized
down also increase cost - bottle
Bottle a trade-off the Design
design team need
to consider.
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CASE STUDY: HISTORY OF KETCHUP
Testing and Evaluating
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CASE STUDY: HISTORY OF KETCHUP
Post Log
• The new Top-Down package introduced in 2000 reflected the collaborative spirit of the
design team.
• Even companies with instant brand recognition like H.J. Heinz must invest and adapt to
keep up with new consumer expectation.
• Colored ketchup products including green, purple, pink, orange, teal, and blue were
added to the new product line but have since been discontinued.
• In 2005, Heinz formally dedicated a new $100 million, 100,000 square foot “Global
Innovation and Quality Center” near Pittsburgh, Pennsylvania. Teams of researchers,
engineers, package designers, chefs, food technologists, and nutrition and quality
assurance professionals will work to deliver new products, new packages, better
nutrition and product taste, and improved consumer value.
• In addition to direct product improvement, the center will conduct basic research on
understanding the value of antioxidant lycopene on consumer health, while botanists
and agronomists work to develop tomato hybrids to improve yield, color, and flavor.
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ASKING QUESTINS
Closed question
What were the caused of the Civil War?
A question that has only one
How did Thomas Edison invent the light bulb?
correct answer
Open-ended question
How can I decide a bicycle that can be
A question that has many
transported in the trunk of a car?
possible correct answer
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USING MARKET RESEARCH
Primary sources & secondary sources
General questions
Specific questions
Market research
Company Consumer
Industry trends
Market potential Demographics of consumers
Primary Source
Information that is original and has not been summarized or reported by someone other
than the person or group responsible for the information
Secondary Source
Information that has been previously published usually by someone else.
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USING PRIMARY SOURCE
The most reliable information
e.g. researching patent information or reading a research article written by a person or
company
Using or creating primary research information requires much more commitment of time and
money. The design team can use existing studies or conduct their own telephone surveys,
online bulletin boards, informal focus groups, or direct-mail surveys; conduct laboratory
studies on materials, processes, or systems; or conduct test marketing to determine the
desirability of the potential product. The team can also hire market research companies to
question consumers about their purchasing habits. This information allows the business
decision makers to make thoughtful decisions about the development of a product. Market
research and laboratory studies are essential tools of product development, and the
advertising and sales forces can later use the collected information.
Consumer-Based information
consumer group
telephone
internet
face to face
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USING PRIMARY SOURCE
Intellectual property
A term used to describe certain types of ideas and information for the purpose of
determining the legal right of ownership
- patent – copyright -trademark
Patent information
A form of legal protection granting exclusive right to the inventor of a unique new product or
process
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USING PRIMARY SOURCE
Trademark and Copyright Protection
A copyright is similar to a trademark but relates to protecting original works such as literary,
dramatic, musical, artistic, and certain other intellectual works, both published and
unpublished.
Material that has been issued a copyright is marked with the © symbol. The owner, such
as the author of a book, is granted exclusive rights to reproduce the copyrighted work, to
prepare derivative works, to reproduce and distribute copies of the work, to perform the
copyrighted work publicly, or to display the copyrighted work publicly.
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USING SECONDARY SOURCE
Library Homepage
Web Portals
Encyclopedias
Internet
Magazines, Trade Journals, and Newspapers
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