Project 2 Milestone 2
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Northeastern University *
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Electrical Engineering
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Jan 9, 2024
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Project 2 Milestone 2 Memorandum
To: Prof. O’Connell
From: Sydney Rodriguez
Date: October 26, 2022
Subject: Project 2 Milestone 2 Memorandum
CC:
Jordan Flores, Cara Parsons
Attachments: 12
This memorandum outlines our previously found
topics
and uses our
design goals
to narrow the
selection down to the topic of
memory
. It also includes different
ideation techniques
and
solutions
made according to them. In addition, we included our updated
problem statement
.
Topic Brainstorm
Based on our individual research we came up with four exhibit ideas. Our first idea was
the mechanical process of lock picking. This ties into the concept of engineering because spies
must be familiar with how the lock functions to be able to pick it. Our exhibit would include a
lock-picking demonstration that would appeal to the audience of older children, who would be
more engaged by an interactive exhibit with real-time demonstrations. However, this is a difficult
concept to grasp at a young age, violating a Value-Sensitive Design (VSD).
Our second idea was the use of invisible ink and the use of black light LEDs. When it
comes to appealing to the audience, invisible ink is a familiar concept with kids so this would
allow them to further understand how it is used. This, however, may favor the children who are
more adept in reading and writing, as it is the main focus of our exhibit. This makes the idea of
invisible ink not necessarily align with the ideas of value-sensitive design.
The third idea pertained to the false perception of spies created in modern movies. We
would explain how the technology in the movies are misrepresented and do a demonstration of
how they actually function. However, some children may not be familiar with some movies, so it
could be difficult for them to grasp the concepts.
Our final idea was a memory-based game. Since most spies have excellent memory in
order to report back information. This is relevant to the theme because it would reveal some of
the ways a spy might go about improving their memory. This topic would also discuss how
repetition and practice affect how well your hippocampus is able to absorb information. We
would incorporate a form of memory game. So as to not violate VSD, we could make varying
difficult levels of the game depending on the user’s inputted age.
Decision Process
We utilized a weighted chart to rank our design goals, then discussed how well we believed our
chosen topics met each goal. The weightings were based on importance, those that we absolutely
must incorporate into the design were weighted far higher than personal goals for the project.
Additionally, goals that we already had design ideas for were ranked higher than those that we
had not developed thoroughly. Our most heavily weighted goal was ‘meets constraints’, as it is
most important to us that we fit what the client needs. Next, was how realistic the topic was in
terms of what we could make as well as the incorporation of the Arduino. We wanted to make
sure that we were able to execute our design in the way we desired while incorporating the
required materials. Audience appeal was also weighted at the same level, as our research heavily
emphasized that an effective exhibit must cater to the target audience. Our lowest weighted goal
was uniqueness, as it was not required specifically by the instructions but we believe it would
add value to our exhibit. Using these goals, we ranked our topics out of 10 for each and used this
to guide us to our final decision. We then utilized the KTDA chart and discussions with our
mentor, in which he urged us to focus more on the engagement aspect of the topic. This led us to
choosing an Arduino-based memory game that would heavily appeal to audience engagement.
Ideation
We used three different types of ideation while exploring solutions. The first technique was
called inversion, which asked us to discuss what we didn’t want to make for the project.
Inversion helped us realize more about the constraints of the project and narrowed down the
search for solutions. Next was SCAMPER, where we were able to refine a broad solution into
several specific adaptations. With this, we were able to explore a solution more in-depth and
create more options for our final concept. Our final approach to exploring possible solutions was
a fishbone diagram. In this diagram, the main goal of producing an exhibit is split into multiple
parts that can contribute to a successful project. These main points helped us to research
solutions that would increase the effectiveness of our product. The ideas generated by our group
led us to create a variety of games similar to ‘Simon’ utilizing the Arduino. These ranged from
flashing LEDs in a pattern (att. 3) to deciphering code off of a symbol sheet (att. 6), all requiring
the user to memorize some pattern and report it to the Arduino.
Updated Problem Statement
Our project will help children who are unable to visit museums due to their location and/or the
affordability of transportation. We hope to create a meaningful resource for children in need of
enrichment that can be used by anyone of any gender, race, ability, and background while also
creating an that is also easily collapsible and transportable. Our exhibit will be based on the
extraordinary memories of spies and have elements the audience can physically engage with. The
final product will fit within the 36”x 28” size requirement and have an automated reset as well as
a recording function to gather data for future or personal use. Current solutions to making an
exhibit based on memory aren’t transportable or require a large space. For example, “Mind
Memory,” located at the International Spy Museum, tests the ability of the student to memorize
objects in a small amount of time. This exhibit is difficult to use if physically impaired, limited
to one try, and does not make use of current technology.
Summary
This memo outlined our original topics, and final decision - spies’ memory.
Additionally, we used three ideation techniques to create different solutions that fit within our
topic. Finally, we redefined our problem statement and how we plan to begin tackling the issue.
Attachment 1: Topic Decision Chart
Goals for the
Topic
Lock Picking
Invisible Ink
Spy Movies
Memory
Appeals to the
target audience
(20%)
5
10
10
8
Realistic (20%)
3
10
6
10
Meets
Constraints
(30%)
10
10
5
10
Incorporation of
Arduino and 3D
modeling (20%)
5
0
5
9
Unique (10%)
7
1
6
7
Total
30
31
32
44
Attachment 2: Jordan’s LED Pattern Idea
Attachment 3: Cara’s Color LED Memory Game
Attachment 4: Jordan’s Pattern Game
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