Project 2 Milestone 2

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Northeastern University *

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1501

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Electrical Engineering

Date

Jan 9, 2024

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pdf

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15

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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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